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Question When will TAA support camera stacking?

Discussion in 'Graphics Dev Blitz Day 2023 - Q&A' started by strich, May 24, 2023.

  1. strich

    strich

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    We render the game UI on its own overlay camera to take advantage of post processing such as HDR bloom. This precludes us from using TAA on the base graphics camera.
     
    goncalo-vasconcelos likes this.
  2. eHaka

    eHaka

    Unity Technologies

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    Thanks for your feedback.

    We will consider relaxing the rules for TAA with CameraStacking in the future. Most likely this would be done by disabling all AA on Overlay Cameras.

    I’d like to point out that using an Overlay Camera for UI can have a negative impact on performance.
     
    Jonner and GDevTeam like this.
  3. strich

    strich

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    In my research I could not determine any real performance overhead of using an overlay camera for the UI nor could I find any advice in official documentation - Can you describe that in more depth?
     
    stonstad likes this.
  4. eHaka

    eHaka

    Unity Technologies

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    1. Extra bandwidth cost on mobile GPUs (TBDR), since you have to store and reload the full color/depth targets in between the cameras.
    2. Culling the scene per camera.
    3. Executing all URP setup and rendering code per camera.
     
    strich likes this.
  5. strich

    strich

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    Thanks for the response. Those are acceptable trade offs for our PC game.