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  1. #1
    Player
    Sindele's Avatar
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    Aug 2013
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    Sindele Actoria
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    Mateus
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    Sage Lv 96
    Quote Originally Posted by Xegodar View Post
    And I honestly don't understand how, after textures and shadows the horrible AA is probably the games biggest visual flaw. And one that should be easy to solve.
    Unfortunately, AA left the realm of 'easy to solve' behind completely when deferred rendering took over and MSAA became largely non-viable.

    Various solutions have been developed the years, but to my eye, all of them are messy and imperfect.
    • FXAA's here, but as always, proves insufficient on its lonesome. It's "reliable", sure - unfortunately it's also reliably bad.
    • TAA works well.. except for all the blurring and the need for post-proc sharpening.. and how different people can suffer greatly from its blurring.. so to make it not just a 'turn off at first sight', you've got to expose a bunch of not-always-trivial-to-explain individual settings.. and sometimes it still just won't look good. To be fair, modern implementations of it have improved, but it's so easy to get wrong.
    • SMAA is cheap and efficient and never, ever seems to catch everything as well as you want it to. Also, any flaws - or "tactical choices" - in your pipeline can magnify its problems (just look at Elite Dangerous struggling with this for.. uh.. forever?)
    • SSAA is not real. Okay, yes, supersampling is real, but it's not an algorithmic solution to AA, it's just pushing frames at higher resolutions and then scaling them down for your monitor. Which, like - at that point you've already paid into the ecosystem to run at the supersampled resolution, so just buy a 4k monitor and call it a day.
    • DLSS is just SS"AA" with guessing, but now Nvidia exclusive and RTX required. Basically the only card that could possibly benefit from this while not having the capacity to supersample FFXIV is the 4060, and if you bought that, you already made a mistake. (Sorry.) Maybe if you're one of those lunatics that runs 200gb of upscaled world textures and are still trying to push >120fps? Still - Nvidia exclusive. Not likely to see the dev time.
    • TSR is fascinating as an evolution of TAA.. and also an Epic homespun solution. Maybe you can convince Yoshi-P to switch to UE5? Don't know enough about it to give it a fair shake, but since it's never gonna show up here.. it's probably fine to skip over.

    If I had to guess, my guess is that we're likely to see either no change or a backport of the FF16 TAA implementation, hopefully with more exposed settings.

    (But for real - buy a 4k monitor or supersample.)
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    Last edited by Sindele; 08-01-2023 at 04:16 AM.

  2. #2
    Player
    Xegodar's Avatar
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    Apr 2014
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    Ta'ya Kohaku
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    Shiva
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    Dancer Lv 90
    Quote Originally Posted by Sindele View Post
    Unfortunately, AA left the realm of 'easy to solve' behind completely when deferred rendering took over and MSAA became largely non-viable.

    Various solutions have been developed the years, but to my eye, all of them are messy and imperfect.

    [...]

    If I had to guess, my guess is that we're likely to see either no change or a backport of the FF16 TAA implementation, hopefully with more exposed settings.

    (But for real - buy a 4k monitor or supersample.)
    I'm aware that there is no magic solution. I just would've thought that in 10 years since launch they could have done SOMETHING. Like I can not remember any other game in recent memory that offered only FXAA, so I have to imagine implementing anything beyond FXAA at all, even if flawed, should be easy enough for a company like SE.

    I'm mostly speaking from a console perspective where supersampling or native 4K are not an option. The aliasing can get pretty bad when the dynamic resolution drops in crowded areas and the graphics update will just make those res drops worse.
    Sure TAA is not perfect, but good enough most the time, and everything is better then the choice between garbage and nothing.

    I'd already be happy with the FF16 TAA solution. Now with reduced motion blur the artifacts aren't that bad anymore in that game, only the blur caused by FSR1 upscaling from really low base res is pretty bad.
    Forspokens TAA + FSR2 upscaling on PS5 was really good actually, at least after the latest updates. Much sharper than FF16, game looks really good especially in the smaller DLC area.

    But they really need to do something, I'm looking at the Dawntrail screenshots right now and the aliasing with the increase in foliage is just awful, no idea how the devs can be OK with that I'd rather take the TAA artifacts please.
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  3. #3
    Player
    Araxes's Avatar
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    Nov 2015
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    Ul'Dah
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    1,126
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    Runic Raven
    World
    Zodiark
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    Blacksmith Lv 100
    Quote Originally Posted by Sindele View Post
    Unfortunately, AA left the realm of 'easy to solve' behind completely when deferred rendering took over and MSAA became largely non-viable.

    Various solutions have been developed the years, but to my eye, all of them are messy and imperfect.
    [LIST][*] SMAA is cheap and efficient and never, ever seems to catch everything as well as you want it to. Also, any flaws - or "tactical choices" - in your pipeline can magnify its problems (just look at Elite Dangerous struggling with this for.. uh.. forever?)
    I cannot believe it. A fellow Elite player in FFXIV. But yes, Antialiasing in Elite was never really good but with Odyssey it got abyssmally bad.
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  4. #4
    Player
    Larirawiel's Avatar
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    Feb 2019
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    Aldrassil
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    Larirawiel Caennalys
    World
    Shiva
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    White Mage Lv 100
    Quote Originally Posted by Sindele View Post
    [*] DLSS is just SS"AA" with guessing,
    No, it is not. DLSS is basically TAA with upscaling and AI generated hallucinations. Intel XeSS is similar to this but DLSS is still better.



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