-
-
Notifications
You must be signed in to change notification settings - Fork 51
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Reworked TAA PR by HifiExperiments #501
Conversation
It looks like I broke antialiasing mode toggle while rebasing |
With this version some ghosting occurs when avatar is moving. I wonder how difficult it would be to add armature-related movement to velocity buffer? |
yeah, the velocity buffer currently just uses the entity transform to calculate velocity so this breaks for skinned meshes. we'd need all information necessary to calculate skinning for the previous frame. the key on the shader side is this block here:
we'd need an shouldn't be that hard but I forget how the cluster buffers work on the c++ side. probably need two and then ping pong between them |
closing in favor of #1213 |
This one needs a lot of testing both in desktop mode and VR to make sure nothing got broken.
TAA quality is a lot nicet than in main branch.