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TAA (anti-aliasing) issues in version 2019.3.0f6 HDRP (with video example)

Discussion in 'High Definition Render Pipeline' started by KevinSpiral, Feb 12, 2020.

  1. KevinSpiral

    KevinSpiral

    Joined:
    Aug 21, 2015
    Posts:
    2
    Hi all, we have a problem which we simply can't seem to figure out. Take a look at the small clip we posted and notice the wall. The problem is clearly visible on the white section (red arrow) where it leaves speckled black dots in it's wake, which 'gradually' fade away. We also have a blurry issue that blurs the screen when you move. We have client logos in the scene and we can't have them being blurry in the game so we have to find a solution. We have tried the other anti-aliasing options, but they have their own and worse issues so we want to use TAA, but can't seem to get past this. Any help would be greatly appreciated.

     
    konsic likes this.
  2. jjejj87

    jjejj87

    Joined:
    Feb 2, 2013
    Posts:
    1,109
    I am not 100% but it looks like standard TAA artifact. The black dots/artifacts occur because temporal data does not exist (it was not on the screen until it was) and over time, it fades.

    As far as I am aware, there is nothing you can do within the bounds of TAA. Many games partly implement SMAA or FXAA on those areas while temporal data is not available...

    Unity TAA is primitive in the sense that it is a straight-up implementation of TAA and is aging very badly...hopefully we will have something better.
     
    KevinSpiral likes this.
  3. huzhangyang

    huzhangyang

    Joined:
    Sep 7, 2014
    Posts:
    25
    TAA works for me in HDRP 7.1.8, but jitters very badly in HDRP 7.2.0. What happened?
     
    KevinSpiral likes this.
  4. AcidArrow

    AcidArrow

    Joined:
    May 20, 2010
    Posts:
    11,066
    Eh, AA has always been a weak point for Unity, I wouldn’t hold my breath for something better to come along.
     
    KevinSpiral likes this.
  5. KevinSpiral

    KevinSpiral

    Joined:
    Aug 21, 2015
    Posts:
    2
    Yeah, mine works, just not well. If you stand still in the scene and then start moving it's like having motion blur on, but very subtle. Sharp logos become blurred too... it's very odd.