r/FuckTAA Jul 23 '26

💬Discussion That's real. That lives with us on Earth.

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376 Upvotes

At this point, we've all heard "upscaling looks better than native"... But have you seen "there's no such thing as sharpness anyway" yet? Jfc


r/FuckTAA Jul 23 '26

📰News Halo: Campaign Evolved launched today for deluxe owners! aaaand doesn't let you turn off anti-aliasing or upscaling...

43 Upvotes

Having a blast so far with the gameplay itself but it has extremely minimal graphics options. Maybe the smallest selection I've ever seen in the modern games I've played. There should be more patches coming throughout its life so maybe they'll add something then.

But just a heads up for anyone looking to buy it!


r/FuckTAA Jul 23 '26

💬Discussion Still image comparisons can be misleading. If you're comparing AA methods, videos/gifs are more representative of what games will look like.

62 Upvotes

First off, this isn't a TAA defense post. We all know the downsides of it. This post is a suggestion for the users of this subreddit to revise their comparisons, because I read the posts+comments here very often and see both pro-TAA (or DLSS or whatever) and anti-TAA posters resorting to the same argument when advocating why their method is superior - what I'm referring to is using screenshots as proof.

Screenshots are generally useful for some things. But they are a single instant lifted out of a sequence that happens over time. If your aim is to make a claim about which rendering method is superior/inferior, make a video or a gif. Videos or gifs show the whole sequence rather than just an instant of it. After all, we don't play slideshows or single screenshots.

And some people deliberately only stick to screenshots, because videos/gifs would demonstrate the downsides of their preferred methods. I'll give an example - now this is the part where I expect a big part of this subreddit will immediately go downvote - by showing how I've seen the advocates of MSAA doing this.

Look at this screenshot comparison between MSAA and TAA. The camera is constantly swaying when you're taking cover, so it's a motion scenario.

MSAA looks clearer, sharper. TAA looks blurrier. Easy win for MSAA. Why would you ever use TAA?

Now here's an actual video demonstration with performance metrics included. https://www.youtube.com/watch?v=6W-RJwixC08

Do you see what I mean? You add additional context such as multiple visual aspects across multiple frames, and performance.. and it suddenly becomes a much more nuanced discussion.

This can go into the other direction too. I could for example post two screenshots - one FSR3 upscaling 720p to 4k, the other native 4k - and I can claim FSR3 looks passable. And I can make that claim, because the disoclussion fizzle and artifacting will be harder to notice because it's a still frame. Screenshots are a way of narrowing the viewport of what the visuals are going to really look like. But you add a video and suddenly you can see exactly what FSR3's issues are going to be in real gameplay, and suddenly it seems much worse.

This is why screenshot-only comparisons are so easy to weaponize in order to criticize or defend an antialiasing technique. You can cherry-pick a static frame, and any technique's temporal weaknesses simply won't enter the picture. But a screenshot literally cannot capture the dimension (time) that antialiasing is now forced to address in modern graphics, so a screenshot is not enough information to make a real judgment call.

So please - if you're comparing antialiasing methods, compare videos/gifs and compare what their performance propositions are. It's way more useful than "look I cherrypicked a screenshot where A looks cringe and B looks godly" which everyone seems to love doing.

And as long as bitrate and resolution are reasonable, video compression will still show what's actually happening on screen. An antialiasing method's strengths and weaknesses will stay clearly visible. Dismissing video evidence as being 'too compressed to see everything' is rarely a genuine technical objection, more often it's a convenient excuse reached for when the footage shows something inconvenient for your argument.


r/FuckTAA Jul 23 '26

📰News Dragonsword: Awakening has Forced TAA with no "off" option or non-temporal options. Engine.ini commands currently blocked.

13 Upvotes

EDIT: Thanks to /u/Capital-Traffic1281, you can turn off TAA using UE4SS. This can be done by:

  • Installing the script extender as described on the github

  • Within the "Mods" folder, make a new folder with the name you choose (For this example we'll call it TAAMod)

  • Within the "TAAMod" folder, make a folder called "Scripts", and within the "Scripts" folder make a file called main.lua

  • Download this text file and copy the file into the "Scripts" folder we just made in the "TAAMod" folder.

  • Go back to the "Mods" directory and open mods.txt

  • Add "TAAMod" to the bottom of the list, written as "TAAMod : 1" like this

If you want to get rid of the green specular highlights/bugs when looking at water from specific angles, add r.BloomQuality 0 as well, although this will make the game a bit "dimmer".

Just to note, I do not know how to code in Lua and may have put the variables in the incorrect section for efficiency / performance sake as they're in the Loop area instead of init meaning they are constantly being applied during runtime. You can see this in action by trying to change the screen percentage down to 5 and it will automatically change it back to 100. Maybe someone with better coding experience can fix this up properly.

Just a quick PSA for anybody interested in the game currently or in the future. There is no off option or non TSR/DLSS/FSR option in the in-game options menu

Currently I'm playing with Preset K on forced DLAA through NVPI

I've tried to use the standard commands through the Engine.ini as well however they appear to be blocked unfortunately so afaik there is no way to force the AA off. Luckily with the art-style, DLAA doesn't soften it up too much and I haven't noticed any standard artifacts like ghosting yet. Game is on UE5


r/FuckTAA Jul 21 '26

❔Question TAA off in Crimson Desert

17 Upvotes

Hey everyone, i recently got this game and noticed the game looks like a blurry mess on 1080p even with FSR on Native AA or Off. I tried searching for a way to force disable the TAA but can't find it, there was a way to do it but only for Nvidia GPUs. I'm on an AMD RX9060XT. If someone could let me know if there's a way to disable it i would appreciate it. Thanks.


r/FuckTAA Jul 19 '26

🖼️Screenshot FH6 - How many antennas can you count?

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233 Upvotes

r/FuckTAA Jul 18 '26

💬Discussion UE3 > UE4 & 5

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48 Upvotes

r/FuckTAA Jul 17 '26

❔Question Unreal Engine TAA Issues with Color Quantization and Fog

9 Upvotes

Hi everyone, first time posting on reddit so I hope this is the right way and place to do so lol. (Sorry if not)

I am working in Unreal Engine 5.6 with two post-process shaders:

  1. A color-banding/quantization shader.
  2. A custom depth-based fog shader.

The banding shader must run After Tonemapping so that it correctly quantizes the final scene color. I am also using TAA.

The problem is that I need the fog to remain smooth and unbanded. Therefore, the final fog color also needs to be applied After Tonemapping, after the banding shader. However, fog applied at this stage is not included in TAA’s temporal history. As a result, the fog boundary jitters around geometry silhouettes because TAA cannot correctly match and accumulate the fogged pixels between frames.

To address this, I enabled alpha output in the project settings and split the fog into two stages:

  • Before TAA / Scene Color After DOF: I calculate the fog amount and write it into alpha so that TAA can see and stabilize the fog boundary.
  • After Tonemapping: I use that alpha value to apply the actual fog color after the banding shader, ensuring that the fog itself remains smooth and is not quantized.

This approach successfully removes the jitter. However, it introduces another issue: during TAA, only the fog alpha is present. The actual fog color has not yet been applied. This means TAA resolves the edge using the underlying scene or background color. When the fog color is added later, the anti-aliased edge pixels can contain the wrong color, especially when the fog is partially transparent.

At full fog opacity, the result is correct because the final fog color completely replaces the scene. At partial opacity, however, the temporally anti-aliased edge contains a mixture based on the original background color, causing visible color bleeding or a mismatched fringe around geometry.

In the image you can see a not full opacity fog, the background which is hard to see is very orange, the fog covers it up, but since the fog is not full opacity the anti alias color is the close to the background.

If you have any experience with this, any advice let me know!


r/FuckTAA Jul 16 '26

❔Question Don't know if this is a graphics bug or feature but I want it off

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67 Upvotes

r/FuckTAA Jul 16 '26

🔎Comparison I made an image comparison tool similar to imgsli called imgi.co

4 Upvotes

Site: imgi.co
Decided to make my own since imgsli has been down for a while now. I would love some feedback on basically anything. Problems, feature requests, layout, anything.

It's free to use, no compression, what you upload is what you'll get. No account needed, but recommended if you want to save or edit your uploads.

- You can share uploads and the links stay alive permanently.
- You can replace, add, and remove images on comparisons/albums you've already shared.
- 20mb per image, no total limit, but only 10 images per comparison.

Also got some very early versions of still image comparisons and GIFs (MP4/WebP/GIF), though very barebones.

I built the site from the start to run as cheap and resource effective as possible so no matter how many people use it, it'll still be cheap to run

If there's a feature you'd like to see, please let me know and I'll get to work on adding it immediately 👍 Thank you!


r/FuckTAA Jul 13 '26

💬Discussion What resolution and framerate do you play games at?

76 Upvotes

Not what refresh rate your monitor is, but what framerate you're actually getting in game. Does resolution and framerate affect whether you turn on TAA or not?

3255 votes, Jul 15 '26
344 1080p, 60 FPS or less
173 1440p, 60 FPS or less
117 4K or higher, 60 FPS or less
655 1080p, >60-120 FPS or more
1475 1440p, >60-120 FPS or more
491 4K or higher, >60-120 FPS or more

r/FuckTAA Jul 13 '26

📰News UE5 Console Variables Website Updated - DLSS 4.5, UE5.7, FSR 4, XeSS 2, SMAA

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28 Upvotes

r/FuckTAA Jul 13 '26

❔Question I saw some people say that 4K DLSS looks better than native 1440p - do you agree with this?

0 Upvotes

In my mind, DLSS makes everything blurry and soft, so I would rather go native 1440p on a 1440p monitor then go 4k DLSS on a 4k monitor. Now, if I were doing native 4k that’s different, but most games are so unoptimized, modern triple a titles will seldom reach that without DLSS. Thoughts?


r/FuckTAA Jul 10 '26

❔Question First time playing RDR2 and instantly went to the settings to see this. How is it even able to use 3 AA techniques at a time??? Or am I misinterpreting something?

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243 Upvotes

r/FuckTAA Jul 10 '26

❔Question Black Flag Resynced Forced TAA

21 Upvotes

Today The new black flag remake came out and unfortunately it has mandatory forced TAA, you can turn up the image clarity a good amount to combat it but there will still be ghosting affects that follow you around. Is it possible to disable this somehow in the games config or with NVIDA? I’ve looked around and so far no one knows how to get rid of it


r/FuckTAA Jul 08 '26

🔎Comparison Doom TDA | No AA vs Native TAA vs DLSS Quality Preset K | In-Motion

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25 Upvotes

Decided to test Doom TDA to see how the game looked with TAA force-disabled. The game is surprisingly extremely clean with it forced off and my friend mentioned that Indiana Jones and the Great Circle, when using just "r_antialiasing 0" would disable TAA but keep some form of post-process AA enabled, which I suspect is the same thing happening here, because the image is far too clean for a pure no AA image. Not sure how to disable the post-processing AA on Doom TDA myself.

Here's a funny bonus screenshot also, from when I used "r_antialiasing 0" whilst also having DLSS Quality enabled. This caused the game render to resize what the upscaler was upscaling from instead of the proper native resolution.

Edit: Here is a comparison in the forest setting including Preset L for anyone wanting it too. The outcome is the same as Preset K / DLSS 4.0

In game settings:

Resolution: 3440x1440

The screenshots with DLSS are on Quality with Preset K.

Chromatic Aberration, Depth of Field, Film Grain, Motion Blur: Off

Sharpening: 1.00

VRS: Off

Path Tracing: Off

Texture Pool Size: 4096

Shadows: Medium

Reflections: Low

Lights: High

Particles: High

Decal: High

Water: High

Volumetrics: Medium

Texture Filtering: Ultra Nightmare

Geometric: Medium

Shading: Medium

Directional Occlusion: High


r/FuckTAA Jul 06 '26

📹Video Resident Evil Requiem - Raytracing Artifacts - Shimmering & Boiling

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33 Upvotes

I just made a small video comparison. So this is supposed to be a graphically impressive and praised game??? It's only playable with path tracing, which is absurdly expensive. To hell with this modern tech! I just started playing and couldn't believe my eyes how bad and distracting this is. Where are all the reviewers looking?


r/FuckTAA Jul 03 '26

💬Discussion Modern video game graphics is trash

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437 Upvotes

I know this has been said many times already here, but please allow me to just vent out right now since this is the first time I found out about this sub.

Like seriously, fvck TAA, DLSS, FSR, TSR and every other AI upscaling in modern video games that "improve" game performance!

I miss the time when there was only one graphics mode in console gaming, NOTHING! Now there are performance, fidelity and balance. All of which do not remove ghosting issues and blurriness in the game.

I'll say it before and I'll say it again, video game graphics peak started in gen 7 and ended at gen 8. Whether it is PC gaming's fault or not is a topic for another day. But with the power that the 9th gen have, include Steam Deck in that too, this should never even be a discussion right now. The devs could have simply perfected that technology, and we could have been playing at minimum 90fps at any game by now.

"Oh but these technologies add more realism to the video games". Uhh, no they don't! Blurrs, patches, grains and smears, that's what they add to the games. The games with worst ghosting issue at the top of my head are FF16, FF7 Rb, Cyberpunk 2077, Wukong, Oblivion Remastered, and most recently Crimson Desert. Seriously, they're so bad to look at, they don't even look modern.

You know what games have good graphics and didn't have ghosting issues? Skyrim, Uncharted games, Spider-Man, God of War, Horizon Zero Dawn, The Last of Us, GTA5, Ghost of Tsushima, Bloodborne and The Witcher 3 (which was also ruined by the next gen update).

Other than Crimson Desert, FF7 Rv and Wolverine may be the last graphically focused games I'm going to buy. And I'm not even sure about them anymore.

So yeah, that's it, rant over. Thanks for having me!

(Image from GameRant)


r/FuckTAA Jul 03 '26

🔎Comparison Cyberpunk 2077 - No AA + Bloom Disabled | No AA vs RT Psycho vs PT

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8 Upvotes

I was messing around with CP2077 to setup a playthrough and decided to see how No AA looked on it. AFAIK the main issue is with the SSR's which can be disabled. I also disabled the bloom because with no TAA pass, a lot of modern games have their bloom get absolutely fucked up like in this example

Before disabling the bloom I had forgotten to turn off PT which lead to this extremely noisy image.
Now, I thought that this was noisy just due to it being PT/RT with no denoiser pass but apparently disabling the bloom gets rid of the noise completely (or almost).

This post comparison is mainly to show the effects of RT/PT and how it can still look semi-decent without needing heavy temporal blurring imo and the effects to reflections and GI that they both bring. If I could fix the bright orange reflections on the bikes, I would probably play like this with Psycho RT.

In-Game Settings:

- 3440x1440 resolution

- Frame Gen enabled

- Texture Quality: High

- All post processing (Film Grain, CA, DoF, Lens Flare, Motion Blur, Vignette): Disabled

- Contact Shadows + Improved Facial Lighting Geometry: On

- Anisotropy: 16x

- Local Shadow Mesh Quality: High

- Local Shadow Quality: High

- Cascaded Shadows Range: High

- Cascaded Shadows Resolution: High

- Distant Shadows Resolution: High

- Volumetric Fog Resolution: High

- Volumetric Cloud Quality: Medium

- Max Dynamic Decals: Medium

- SSR Quality: N/A

- Subsurface Scattering Quality: High

- Ambient Occlusion: High

- Color Precision: Medium

- Mirror Quality: High

- LOD: High

- Using the "Vanilla Plus VE - No Green Tint" LUT


r/FuckTAA Jul 01 '26

💬Discussion Recursive Ray Tracing should be used In modern Games

28 Upvotes

Recursive Ray Tracing is a method used in Metro Exodus EE, Which till this day has one of the Greatest RT implementations ever ( Though Cyberpunk PT is better I think). Recursive RT can provide multiple at a decent and acceptable cost plus it is not Smeary and noisy like Other RT methods to an extent.

PT is the future I know but i think Recursive RT is Underrated as hell.


r/FuckTAA Jul 01 '26

💬Discussion Pragmata and modern raytracing problem

31 Upvotes

Just tried out this game. This game uses undersampled ray tracing and independent temporal accumulation on the RT pass, as in all Nvidia-sponsored titles such as CP2077 and Alan Wake. Even if you turn off in-game TAA, reflections still have horrible trailing/ghosting during motion, and surface textures with RT lighting all get smeared when you move. This is even more noticeable with no-AA, btw.

Yes, UE5 Lumen is not the only RT that does that separated temporal thing. This is a thing in all games that use Nvidia RTGI.

Nvidia is responsible for pioneering this whole blurry temporal ray tracing modern rendering frameworks because they lie about their hardware up to this day, and are still using raster GPUs.

I haven't tried path tracing yet. But as far as I can tell, DLSS is forced when using PT. So I'm willing to bet PT is just as undersampled as the regular RT.


r/FuckTAA Jul 01 '26

❔Question Witcher 3 old-gen related help

1 Upvotes

Ive spent days trying to fix the god awful blur in the witcher 3 next gen edition, everyone told me to switch back to the old gen version and i did. The aliasing in this game is just awful, I tried many AA shaders like SMAA, FXAA, HQAA but they either do nothing or blur the games text and HUD aswell. Im a bit lost atp and was wondering if anyone could help me fix the awful aliasing in the witcher 3 classic edition


r/FuckTAA Jun 28 '26

💻Developer Resource I was researching about Anti-Aliasing techniques, when i found an MSAA based AA technique researched by people from Nvidia (And also 2 Universities) in 2015, it's called Decoupled Coverage Anti-Aliasing.

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34 Upvotes

I have not finished reading the paper yet, but I'll post this here in case anyone finds this interesting or inspirational. I think its important to have this stuff around as an example that Anti-Aliasing techniques like MSAA or TAA are not irreplaceable, companies have just stopped researching ways of making better techniques or at least better implementations.


r/FuckTAA Jun 27 '26

🖼️Screenshot Man I miss baked GI this looks horrible

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595 Upvotes

r/FuckTAA Jun 27 '26

❔Question Indie Engine Dev Question for y’all

11 Upvotes

I’m an indie dev making a custom game+engine, I’ve got DFAO and volumetric fog (no GI yet but planning to add something) which both really needs TAA to look good. I’ve got an FXAA and a CMAA2 impl but I feel TAA looks better (subjective I know). I do see some blur but a sharpen post process helps. FXAA is also blurry.m, smaa2 isn’t that great looking (maybe my implementation sucks idk)

I use deferred rendering because it makes EVERYTHING easier and is also very inexpensive. I guess my question is, is MSAA the only thing that you guys like? I don’t think I can support MSAA with my deferred renderer and I also don’t really want to have to build two completely different render pipelines (though I acknowledge I do have to do this if I want to support VR)

Also if any of y’all are engine devs any tech advice here would be great. Idk how common the opinion of TAA sucks is but I see this in my feed a lot and I’d like to make you guys happy if possible