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Improved TAA with Velocity Buffer #1213
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@@ -299,7 +299,7 @@ public slots: | |||
Setting::Handle<bool> _bloomEnabledSetting { "bloomEnabled", true }; | |||
Setting::Handle<bool> _ambientOcclusionEnabledSetting { "ambientOcclusionEnabled", true }; | |||
Setting::Handle<bool> _proceduralMaterialsEnabledSetting { "proceduralMaterialsEnabled", true }; | |||
Setting::Handle<int> _antialiasingModeSetting { "antialiasingMode", AntialiasingConfig::Mode::NONE }; | |||
Setting::Handle<int> _antialiasingModeSetting { "antialiasingMode", (int)AntialiasingSetupConfig::Mode::NONE }; |
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- I think fresh installations are still defaulting to AA off here, but if we're happy with TAA maybe we should set it to the default?
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I think so too.
I tested it in VR on PSVR2 on Windows and desktop mode on Linux, and it works perfectly. None of the artifacts happening before were showing up now. |
Would there be a way to make it a bit less blurry or add blur/sharpness adjustment, even as a tradeoff for small amount of aliasing? |
if you run luci and open the “Antialiasing” section, there are various parameters that control it. these values aren’t settings-backed, but we could either:
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It looks like it switches between sharp and blurry in the mirrors, and seems much blurrier in VR than in desktop mode |
I also seem to remember that original TAA PR in Vircadia was as sharp in VR as in Desktop, so I'm wondering if there may be some regression there. |
Shadows on TAA PR seem to glitch in mirrors: |
reworked #501 (which is reworked vircadia/vircadia-native-core#576, which is reworked yozlet/interface@master...Zvork:velgbuf) (by me)
I think I've fixed the jittering issues that were blocking the last iteration of this PR, hopefully it looks ok in VR too.