I don't think so. At 60Hz, objects that are too fast-moving to resolve will be out of the screen before you could really pay attention to them anyway. I'd take the added improvement of the look of the motion any day. I don't think the input delay at 60Hz would really be that noticeable compared to 120Hz.Bambers said:personally I'd rather take single frames at 120Hz rather than 1000frames blended at 60Hz.
Perhaps you could assume that players can't have infinite acceleration rates and so will (approximately) be moving with a constant velocity at least for a few milliseconds.Chris123234 said:I see how non-real time thing like movies can do it since they have the frames pre rendered and/or dont need to worry about input lag, but I dont see how games could possibly do it.
It depends upon the implementation. If it's used to remove monitor limitations, then the answer is definitely no.Chris123234 said:For this TAA wont there be an lag time between mouse movement and displayed movement?
Chalnoth said:It depends upon the implementation. If it's used to remove monitor limitations, then the answer is definitely no.Chris123234 said:For this TAA wont there be an lag time between mouse movement and displayed movement?
Hence the "it depends upon the implementation" statement. There's no reason temporal AA needs to use any specific number of frames blended, or even always blend the same number of frames based upon some setting. One could only render additional frames when the framerate was high enough for those additional frames.Chris123234 said:I thought we were talking like, 5+ frames used for TAA.
There's really no helping this without higher-refresh displays. Motion blur is still better, but you can't get around the problem of not being able to track moving objects on-screen without very high framerates.UPO said:I setup scene in 3dmax with boxes moving with various speeds. On each box there was texture with text. Then I rendered animation with motion blur on/off (use full scene MB). Motion blured boxes seemed to move more smoothly but text was hardly readable.I think about per object technique: if difference in position of object between two frames is small, turn motion blur off. Would it be better?
Gunhead said:And, incidentally, I guess it's also pretty clear now that ATI Marketing has slightly erred on the BS side of things with their "Temporal FSAA"
Bjorn said:Gunhead said:And, incidentally, I guess it's also pretty clear now that ATI Marketing has slightly erred on the BS side of things with their "Temporal FSAA"
Maybe i've missed something but has Ati directly marketed TAA in any way ?
Bjorn said:Maybe i've missed something but has Ati directly marketed TAA in any way ?
Gunhead said:IMO you are directly marketing if you advertise it on the company website