sodaboy581 said:
Also, TAA is only good if your game runs at over 45fps, right?
Most games since PS4 used it, lots of them targeting 30 fps.
But i rarely see it used by smaller devs using their own custom engines. Probably because its complexity and issues. The issues also affect production and content generation, requiring a lot of tweaking and workarounds, they say.
However, if we can render at very high framerate, so we get enough samples within a single frame, the temporal issues and complexity would go away completely. We would not even need motion vectors, and implementation becomes trivial.
For visuals like Quake 3 or Counterstrike on a modern GPU it should work. Counterstrike on RTX 3090 at 1080p gives 900 fps, that's 15 subframes at 60 fps. So 4x4 multisampling + motion blur would work.
Ofc. only rich kids pay premium for such GPUs, but it seems there are a lot of them. And 3x3 AA on a reasonable midrange GPU is fine too. And with true motion blur, 30fps become a lot more practical as well.
To enable this for state of the art visuals, decoupling lighting from framerate could do the trick. Oxide Games just released a paper talking about their approach of the worlds first texture space rendering engine, this time supporting FPS not just top down RTS.
This could be used to do lighting at 30 or less fps, so multisampling ideas would become a lot more practical as the cost of generating the image goes down.
But we will see. Personally i believe the days of discrete GPUs are counted. Too much money, too much powerdraw, too much performance just to play games.
Things like Apple M1 or Steam Deck make a lot more sense than big tower PCs. Ryzen 6800 APU has a 3.5 tf GPU which is enough, Intel works on this too with even twice the GPU power afaict.
I guess people will prefer APUs over limited raytracing effects with even more temporal issues, and machine learning acceleration which isn't used at all.
If so, we can no longer rely on the assumption compute power goes up to infinity for free, and then we can't effort brute force solutions like multisampling but need to work harder.