Hybred wrote: ↑23 Dec 2023, 20:18
To be clear; you make a lot of good points, however these are simply reasons why getting good anti-aliasing quality is more difficult, rather than impossible.
My comment you quoted was only concerning what
users can do with the officially available methods
now. Short of manual config hacks and third-party mods, the rest is down to
developers.
These limitations tend to occur when 1) some developers are lazy, 2) some developers are hamstrung by the current industry standards and/or engine they're working with, 3) some developers are hamstrung by leadership and their lack of knowledge on what to prioritize on a technical-level, and/or 4) some of these things are
technically doable and known by all involved, but are ultimately cost/scope prohibitive within the given project, and thus are deprioritized for more profitable endeavors (I.E. lower hanging fruit).
Again, right now, we're in a phase in the industry where the current focus in engine development is rendering techniques that rely heavily on temporal methods, so until we advance past that (into what ever "next" is), the whole AA situation where motion clarify is concerned is going to be...problematic.
I'm all for more awareness and more robust and varied AA options, though I'm guessing said awareness would probably be more effective being pushed at the dev-level than the user-level, where possible.
I will say, however, I've been playing the Talos Principle 2 (UE5) recently, and where AA is concerned, I have the option to use FSR, XeSS, DLSS, DLAA, TSR, and TAAU, most of which support an adjustable quality and sharpening parameter.
So in many cases, the issue isn't so much the lack of AA and/or reconstructive image methods or settings available, but the fact that most of them must be of a temporal nature to be effective within the given engine, and that they can't be disabled
because of that.
And even if more devs did start allowing AA to be entirely disabled as well as offering non-TAA methods, the same players that hate TAA would then likely be complaining about the uselessness of said non-TAA options and their frustrations with the lack of temporal coverage in temporal-heavy games, while at the same time not being able bring themselves to go back to (the now optional) TAA due to the artifacts and blur.
I.E. pleasing the more "technical" audience is a near-impossible balancing act where the devs are darned if they do, and darned if they don't right now.
That all said, I don't disagree with you, and I'm not trying to play devil's advocate; you simply keep quoting my messages, hence I continue to reply