Improve TAA Edge Handling#113003
Conversation
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Does this improve the flickering when using screen space effects? And with fsr2 ? |
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Can you show the improvement in a comparison? |
Before unknown_2025.11.21-14.20.mp4After unknown_2025.11.21-14.21.mp4Do note this isn't even fully showcasing the problem, as the MRP still needs some work to fully show the expansion contraction, so the Before is worse in some observed cases
No, and this has Nothing to do with FSR. The only thing I'm not quite yet satisfied with with TAA after this (beyond not using the same MVs as FSR) is Bright objects on a dark background get basically removed (say lasers at a distance flying in space) which is the next area I'm exploring, though it'll likely require more substantial changes Edit: I've Resolved the Laser issue with a new anti-flicker algorithm that is both SIGNIFICANTLY more responsive and slightly stabler then the current one (yes, they're not mutually exclusive apparently 😁 ). I'll open a PR for it after this is merged, considering it requires changing a single line that was introduced in this PR in order to not break this PR. |
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Closing as this PR will be superseded by a PR that changes the Anti Flickering Algorithm which also resolves this, without causing the blur that this PR causes in some scenarios Edit: Superseded by #113043 |
Prevents objects from seeing local pixel wide expansions and contractions to it's edges while in motion.
Moving Object that are viewed through a child Camera are the easiest to observe this phenomenon with clearly.
Method Explanation
This works by taking Two histories in to account.
It clips Both of them to the Same Standard, resulting in Two possible History Clips.
If the two values differ too much the history value of the Pixel Centered History is taken as Correct.
The Threshold for determining this has to be high enough to prevent the slight sharpness differences from triggering it, but low enough for the difference in results of the Edges in the Clipped Histories to be detected.