Fxaa vs taa. Personally I must say I dislike TXAA.
Fxaa vs taa I'd like to give TAA more time to grow on me, but switching back to FXAA to compare seems to have done away with (or at least vastly reduced) the stutter that was occurring every time a mob dropped dead. As a consequence, forcing FXAA or using FXAA incorrectly can result in the FXAA filter smoothing out parts of the visual overlay that are usually kept sharp for reasons of FXAA : Post processing AA, fatser than MLAA, simillar quality TAA : temporal - time axis AA (others are all space axis) SMAA 1x : improved MLAA, better quality, faster speed, slightly slower than FXAA SMAA S2x : SMAA 1x + MSAA 2x SMAA T2x : SMAA 1x + TAA 2x SMAA 4x : SMAA 1x + MSAA 2x + TAA 2x TXAA 2x : Blurring Filter + MSAA 2x + TAA 2x DLAA is suppose to keep same performance as regular TAA or an AA but use DLSS like tech for AA improvements but at native resolution, so its suppose to look real good, which it looks alright but in the video here you can see it has some early issues. FXAA, or Fast Approximate Anti-Aliasing is an Anti-Aliasing technique that is performed entirely in post processing. I personally do not like to use FXAA. Yes you can run MSAA, FXAA, and even TrSSAA all together at once. FXAA : Post processing AA, fatser than MLAA, simillar quality TAA : temporal - time axis AA (others are all space axis) SMAA 1x : improved MLAA, better quality, faster speed, slightly slower than FXAA SMAA S2x : SMAA 1x + MSAA 2x SMAA T2x : SMAA 1x + TAA 2x SMAA 4x : SMAA 1x + MSAA 2x + TAA 2x TXAA 2x : Blurring Filter + MSAA 2x + TAA 2x DLAA is suppose to keep same performance as regular TAA or an AA but use DLSS like tech for AA improvements but at native resolution, so its suppose to look real good, which it looks alright but in the video here you can see it has some early issues. I generally leave FXAA on as it has minimal impact on performance. TXAA is just complete crap, you could achieve the same effect by buying a tub of vaseline and rubbing it around your monitor. I'd like to give TAA more time to grow on me, but switching back to FXAA to compare seems to have done away with (or at least vastly reduced) the stutter that was occurring every time a mob dropped dead. It does not bother me too much though. SMAA is similar to FXAA, but generally considered better. I know fair enough about both options, how they work and behave performance vise, my question is purely from visual perspective. Basically, I try to turn on everything I can, then scale back from there to get my FPS up to an To the best of my knowledge TXAA wont, but FXAA will. It adds motion blur, a filter and MSAA combined. As a consequence, forcing FXAA or using FXAA incorrectly can result in the FXAA filter smoothing out parts of the visual overlay that are usually kept sharp FXAA : Post processing AA, fatser than MLAA, simillar quality TAA : temporal - time axis AA (others are all space axis) SMAA 1x : improved MLAA, better quality, faster speed, slightly slower than FXAA SMAA S2x : SMAA 1x + MSAA 2x SMAA T2x : SMAA 1x + TAA 2x SMAA 4x : SMAA 1x + MSAA 2x + TAA 2x TXAA 2x : Blurring Filter + MSAA 2x + TAA 2x For comparison: Performance hits, FXAA - 0-1% TAA - 1-3% 4K_NOAA - 35% 4K_TAA - 36-40% For me, addition of TAA is really nice as it is noticeable better than FXAA on some edges. Each person must figure out for themselves whether it is worth it. Bigger problem for TAA is it causes 'Flickering' on distant blurry or edgy objects like trees FXAA takes no hit on performance, whilst TXAA gives you a bigger hit on performance than MSAA. For comparison: Performance hits, FXAA - 0-1% TAA - 1-3% 4K_NOAA - 35% 4K_TAA - 36-40% For me, addition of TAA is really nice as it is noticeable better than FXAA on some edges. I don't know why TAA would cause such a thing, or if it was some ridiculously strange coincidence, but it was like night and day between the two settings FXAA : Post processing AA, fatser than MLAA, simillar quality TAA : temporal - time axis AA (others are all space axis) SMAA 1x : improved MLAA, better quality, faster speed, slightly slower than FXAA SMAA S2x : SMAA 1x + MSAA 2x SMAA T2x : SMAA 1x + TAA 2x SMAA 4x : SMAA 1x + MSAA 2x + TAA 2x TXAA 2x : Blurring Filter + MSAA 2x + TAA 2x FXAA, or Fast Approximate Anti-Aliasing is an Anti-Aliasing technique that is performed entirely in post processing. To the best of my knowledge TXAA wont, but FXAA will. I've noticed in some of my games that MSAA makes faces especially to angular, FXAA on @3/4 use can smooth a lot of that out and gives faces a 'roundness' that MSAA can't, in other games MSAA clarity is much better for clear details on things like weapons and armor etc. But it seems to darken the blacks. Use whatever makes you happiest. FXAA takes no hit on performance, whilst TXAA gives you a bigger hit on performance than MSAA. FXAA operates on the rasterized image rather than the scene geometry. Bigger problem for TAA is it causes 'Flickering' on distant blurry or edgy objects like trees Use whatever makes you happiest. . Of course, like anytime you want to optimize your game settings, its best to play around with different options. Not that you'd really need either, FXAA is intended as a free AA for slower systems, it works to an extent, but it makes the image quite a bit softer than normal. If you don't like FXAA, use MSAA, or use none of them. In order to take a break from Performance, Vampire, MA weapons, buffs/nerfs and other important subjects, maybe you can help me by voting what looks better for you, FXAA or newly added TAA. Big performance hit. Using both FXAA and MSAA will improve the image quality, assuming you are ok with the downsides of FXAA. Personally I must say I dislike TXAA. It is sort of better, but I'd rather not have sort of better at lower FPS. ozvnta rrhi kpgq qfqj rzqnbsm otipw nhgr blck shyxcs nshlksiy