Sony PlayStation 5 Pro

Yes, it does work better with higher resolutions, especially when we talk about TAAU. There have been attempts at other solutions as well - the ID buffer on the PS4 Pro and stencil masks for characters in Uncharted. These can be both more expensive (perf wise) and harder to implement compared to color clamping, but they can produce better results.
About this I think it's likely PSSR uses ID buffer hardware still there on PS5. What do you think? Shouldn't it help with the rest of the AI upscaling pipeline?
 
About this I think it's likely PSSR uses ID buffer hardware still there on PS5. What do you think? Shouldn't it help with the rest of the AI upscaling pipeline?
I don't think it does. First, you don't need to rely on the ID buffer to cull irrelevant history with the neural network. The NN will handle that. Second, outputting the 32 bit ID buffer is exactly what developers would typically avoid to save bandwidth for performance reasons.
 
TAA was necessary. FXAA, MLAA, MSAA etc. looked terribly pixelated and noisy. I prefer smooth and stable images. Ryse with FXAA? Please not.

TAA is also available in varying degrees of quality and sharpness. The Division 2 looked quite sharp and flicker-free.

I also preferred the more aggressive TAA from Battlefront 2015 over that from Battlefront II. Battlefront II flickered more while Battlefront 2015 reminded me of a film. The same applies to the Battlefield games where the flickering increased compared to Battlefront 2015. It needed DLSS to reduce that issue.
 
MSAA mostly only worked on geometry. Textures, Normal Maps and transparency textures like vegetation flickerd a lot. Screenspace effects also often looked bad with MSAA. MSAA costs a lot of performance while TAA comes nearly for free.


If there was no TAA I would have stopped playing games already, I can't stand the flimsy and gamey look of FXAA etc. Getting the TAA mod to work in Alien Isolation was always a priority for me.
 
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MSAA mostly only worked on geometry. Textures, Normal Maps and transparency textures like vegetation flickerd a lot.

Err.......We've had TrSSAA for over 15 years.

Screenspace effects also often looked bad with MSAA. MSAA costs a lot of performance while TAA comes nearly for free.


If there was no TAA I would have stopped playing games already, I can't stand the flimsy and gamey look of FXAA etc. Getting the TAA mod to work in Alien Isolation was always a priority for me.

I'm not happy with games having this much blur and something needs to be done, having GPU's process pixels we can't appreciate.

So

Much

Detail

Lost

To

TAA
 
While I agree the hit to detail is harsh in some cases, I will take a temporally stable image over sawtooth jagged edges and shimmering any day. Many games already heavily post process everything making it a soft image anyway, at least let my edges be smooth.
 
While I agree the hit to detail is harsh in some cases, I will take a temporally stable image over sawtooth jagged edges and shimmering any day. Many games already heavily post process everything making it a soft image anyway, at least let my edges be smooth.

But it's not just the edges that it smooths, it's also per game dependent, some games don't shimmer as much as you think with no aa.

Just having the option to turn it off would be nice (with a possible performance hit of course)

That way you're free to play around with things like down-sampling, which I have done in games like Dying Light 2 with TAA disabled.
 
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But it's not just the edges that it smooths, it's also per game dependent, some games don't shimmer as much as you think with no aa.

Just having the option to turn it off would be nice (with a possible performance hit of course)

That way you're free to play around with things like downsampling, which I have done games like Dying Light 2 with TAA disabled.

Yea definitely should have an option to disable. I mostly play older games so use DSR a lot and will use DLAA in newer titles when possible.
 
But it's not just the edges that it smooths, it's also per game dependent, some games don't shimmer as much as you think with no aa.

Just having the option to turn it off would be nice (with a possible performance hit of course)

That way you're free to play around with things like downsampling, which I have done games like Dying Light 2 with TAA disabled.
Yea true. That's always been my solution to the problem of inner surface detail loss with TAA... basically just throw more pixels at it. I often game at ridiculously high resolutions and realize that not everyone can, or wants to.. but yeah everything is very content/game dependent.
 
Yea true. That's always been my solution to the problem of inner surface detail loss with TAA... basically just throw more pixels at it. I often game at ridiculously high resolutions and realize that not everyone can, or wants to.. but yeah everything is very content/game dependent.

You also don't need that much down-sampling to deal with the vast majority of shimmering and shader aliasing in games.

On PC that's easy, but on a console, even 10-20% down-sampling is a lot of performance to find.
 
Better to ask @Andrew Lauritzen about this. From what I have seen, they don't currently use it. There are many tricks they can employ using the visibility buffer, though. But the TSR already looks good to me. If only they had implemented a higher resolution coverage mask for native resolution edges in motion, it would have been fantastic. Although there is apparently some kind of morphological AA used for prefiltering the low res input (at least in the sources), the edges still break down to a low resolution upscaled look during motion in many cases (not even sure if the prefiltering is being employed at all).
That aliasing you see in motion is the aliasing in the depth and velocity used for reprojection of previous frame data. UE 5.5 has a new reprojection field (r.TSR.ReprojectionField) to fix that: https://github.com/EpicGames/UnrealEngine/commit/a25896107ee63bdbb7c27d09379f3bc2d7d9cddd
 
That aliasing you see in motion is the aliasing in the depth and velocity used for reprojection of previous frame data. UE 5.5 has a new reprojection field (r.TSR.ReprojectionField) to fix that:
That's some great work here, but I was referring to a different kind of aliasing, mainly listed here. Wonder if spatial AA is applied in dissoccluded areas for UE5 (and in which branch). if you have a directional spatial upscaler in the TSR, such as FSR 1.0, prefiltering edges in previously occluded areas should help eliminate aliasing and improve quality in the regions where there is no temporal information. Another approach I prototyped for fun as a weekend project was repurposing the MLAA algorithm for high quality spatial edge upscaling. Although there is some artifacting here and there (which I know is easy to fix but requires time), it works really well in combination with nearest neighbor upscaling for preserving contrast. Wish GPUs could export high res coverage sample mask at a few bits per pixel. Pixel perfect spatial upscaling would then be a trivial task == no low res aliasing on edges in motion.
 
That's some great work here, but I was referring to a different kind of aliasing, mainly listed here. Wonder if spatial AA is applied in dissoccluded areas for UE5 (and in which branch). if you have a directional spatial upscaler in the TSR, such as FSR 1.0, prefiltering edges in previously occluded areas should help eliminate aliasing and improve quality in the regions where there is no temporal information. Another approach I prototyped for fun as a weekend project was repurposing the MLAA algorithm for high quality spatial edge upscaling. Although there is some artifacting here and there (which I know is easy to fix but requires time), it works really well in combination with nearest neighbor upscaling for preserving contrast. Wish GPUs could export high res coverage sample mask at a few bits per pixel. Pixel perfect spatial upscaling would then be a trivial task == no low res aliasing on edges in motion.
TSR has a spatial anti-aliaser built-in since the Matrix Awakens and 5.0 that happen on any history rejection (whether disocclusion or shading changes): https://dev.epicgames.com/documenta...ne/temporal-super-resolution-in-unreal-engine
That is that built-in TSR anti-aliaser that the “technical” journalists got the rendering resolution of the matrix demo wrong ending up giving a wrong first impression of that tech.

The difference between TSR’s aproach than FSR1 is that: the former approach is analyse the aliased image at rendering res kinda like FXAA, but where FXAA will directly applies the anti-aliasing immediatly, TSR only defer the application of the spatial anti-aliasing in the same and unique upscaling kernel to display resolution. This avoids the problems of the latter where FSR1 style upscaler has to basically waste GPU cycles figure out what your prior spatial anti-aliasing just did spent GPU cycle on.
 
We are excited to see how Dragon Age: The Veilguard will lean into the power that PS5 Pro unlocks for players. Whether you love deep progression, strategic combat, or diving into the lore of Dragon Age, you will immediately notice the improved experience with PS5 Pro. The game’s Fidelity and Performance modes will both see improvements on the hardware, including improved resolution in 30FPS Fidelity and 60FPS Performance modes. Additionally, there will be various improved visual settings across 30FPS Fidelity and 60FPS Performance mode.

The team at BioWare is proud of how immersed players will be when they enter the beautiful world of Thedas, with upgraded image quality thanks to Sony’s new AI-based upscaler, PSSR. We’ve enabled Raytraced Ambient Occlusion (RTAO) in the 60FPS Performance mode, which previously was only available on the base PlayStation 5 with 30FPS Fidelity mode.
 
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