DadSchoorse / vkBasalt

a vulkan post processing layer for linux
zlib License
1.24k stars 52 forks source link

[question] Is it possible to add Temporal Anti-Aliasing? #90

Closed ca5ua1 closed 4 years ago

ca5ua1 commented 4 years ago

It would be killer feature for this project but I guess it's impossible, as I understand it should be inside game engine...

ca5ua1 commented 4 years ago

(actually I've found this https://github.com/BlueSkyDefender/Depth3D reshade's TAA implementation probably)

DadSchoorse commented 4 years ago

Well, TAA isn't one technique, it's simply the principle of reusing old frames to get data for anti-aliasing. To make that work well you need to apply jittering to the viewport, with is not possible to do in a generic way, and ideally you also want motion vectors, which vkBasalt can't get either. BlueSkyDefender's TAA tries to work around that (imo it doesn't work well enough to be worth it). But even that need depth information, so you can't use it in vkBasalt.

TLDR: No, TAA isn't really possible due to missing data and jittering.