Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.

Graphics Temporal Antialiasing

Discussion in '5.4 Beta' started by hippocoder, May 19, 2016.

  1. hippocoder

    hippocoder

    Digital Ape Moderator

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    Gave the new TAA a try by downloading the TAA branch from bitbucket and using B17, but the antialiasing has a persistent shimmer to it - did I do something wrong?
     
  2. Tim-C

    Tim-C

    Unity Technologies

    Joined:
    Feb 6, 2010
    Posts:
    2,165
    Likely not doing anything wrong. The version we have on bit bucket is not in the trunk branch for a reason yet. We have some patches coming in the next that should help with this. When we think it's ready we will merge to the trunk branch. Having early access on bit bucket has its ups and downs.
     
    hippocoder likes this.
  3. hippocoder

    hippocoder

    Digital Ape Moderator

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    Thanks Tim, will be patient. Looking forward to it :)
     
  4. Tim-C

    Tim-C

    Unity Technologies

    Joined:
    Feb 6, 2010
    Posts:
    2,165
    Bumping this with some info:

    We have a new version of our prototype Temporal AA available on a branch on the bitbucket repository here:
    https://bitbucket.org/Unity-Technologies/cinematic-image-effects/src/e280d3d7d497?at=taa

    As a note, this code hasn't really been tested on a wide variety gfx devices yet, it's still in prerelease and may be really broken on some platforms.

    You will need to wait until the beta 22 of 5.4 for this to work as we have added a small api to the engine in the camera (to assist with frustum jitter). Here is a video of the corridor showing how it looks on / off (I toggle a few times).

     
    Fijit, landon912, movra and 4 others like this.
  5. movra

    movra

    Joined:
    Feb 16, 2013
    Posts:
    566
    Wow, looks much better than I last tried TAA in the corridor demo!
     
  6. AdamGoodrich

    AdamGoodrich

    Joined:
    Feb 12, 2013
    Posts:
    3,775
    I bet Tim is really sick of that scene :)
     
  7. Reanimate_L

    Reanimate_L

    Joined:
    Oct 10, 2009
    Posts:
    2,753
    we need a new scene with lot of fine cables and lines :D
     
  8. Tim-C

    Tim-C

    Unity Technologies

    Joined:
    Feb 6, 2010
    Posts:
    2,165
    this scene does a pretty good job. Lots of tiny bevels and high specular. Lines are good too though :)
     
  9. Alic

    Alic

    Joined:
    Aug 6, 2013
    Posts:
    137
    Whoa, that looks soo good. The aliasing is so quiet even in the distance. A lot of games are going to get a significant graphical bump when this gets released -- incredible work so far!
     
  10. crazii

    crazii

    Joined:
    Jun 27, 2016
    Posts:
    31
    Hey, I've downloaded beta22 and the TAA code, it seems working and cool.
    But I just want to make sure: there's one C# script and one shader file, no other dependencies or co-working scripts, right?
     
  11. Goldrake

    Goldrake

    Joined:
    Feb 6, 2010
    Posts:
    148
    The gui doesn't work if added.
    and it makes the image blur. I think it needs more work