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We have the ability to disable SMAA / FXAA, the game has Motion Blur so there are motion vectors (right?). It would be nice if we could use these to enable upscaling.
The original game renderer mig…
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I have found in the implementation of TAA that during the blending process, after completing the Prefetch from the Color buffer, there are two calls to the `GroupMemoryBarrierWithGroupSync()`. However…
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```rust
app.add_plugins((DefaultPlugins, TemporalAntiAliasPlugin, OutlinePlugin));
commands.spawn((Camera3dBundle {
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, V…
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### Tested versions
v4.3.dev6.official [89850d553]
### System information
Godot v4.3.dev6 - macOS 14.4.1 - Vulkan (Forward+) - integrated Apple M1 Max - Apple M1 Max (10 Threads)
### Issue descrip…
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**Describe the bug**
Her are the differences we have identified
- [ ] calculation of xf
- [ ] calculation of tcla
# xf
In py the function is [link](https://github.com/CenterForTheBuiltEnvironme…
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I am really enjoying this mod, not to mention they way it performs when using Vulkan.
However, I do wish, like Doom3BFA, there was support for alternative AA methods like SMAA1x, or perhaps even impl…
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TAA got merged in https://github.com/bevyengine/bevy/pull/7291, but there's a couple of things we could do better.
## Compatibility
- [x] Write motion vectors for skinned meshes correctly
- [x] …
JMS55 updated
2 months ago
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During processing TaaS related events we get errors:
```
2021-03-15T14:07:27.620+05:30 Mon, 15 Mar 2021 08:37:27 GMT app:IdentityService ENTER getUser
2021-03-15T14:07:27.620+05:30 Mon, 15 Mar 2021…
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_**TAA (and LiteTAA) have a lot of ghosting in their process.**_
Since some of the main effects of the shader (like SSGI or volumetric lighting) basically require AA to not look too pixelated/grain…
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### Terrain3D version
v0.9.0
### System information
Godot v4.2.1 - Windows 10, Forward+/Vulkan GTX 1060 6GB
### Is the issue reproducable in the demo?
Not applicable
### Issue descri…