it is. godot has dithered soft shadows in forward+ and you can only blur them so much before the dither pattern becomes too noticeable to be acceptable. TAA negates this problem
you cant have soft shadows without any temporal reprojection, simple as that. whether soft shadows is something you need is entirely up to your inner art director. your game - your choice 🙂
I've watched all of that guy's videos, and he seems very opinionated and passionate, but not very experienced or receptive. Since their idea is to set themselves against the industry as The Only Team Doing It Right, I'm looking forward to their upcoming amazing game that will prove everyone wrong.
if 99% of implementations are half baked, is it the implementation? or is there just a flaw in the idea of temporally sampling the least temporally stable medium of realtime rendering ever created?
Most implementations are fine to most people. Some people are just more sensitive to blur, while other people are more sensitive to temporal shimmering, so the threshold of "this would be better without TAA" changes drastically.
I mean, I'd settle for stopping half baked implementations. It's easier to put together a disingenuous anti-TAA screed with so many examples to pick from.
Not that TAA is an easy problem to solve, but there is truly so much prior work in the field available to help us solve it.
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Or rather, I totally have, but I guess I had been led to believe it's challenging or impossible in the past. I love to see it!
Not that TAA is an easy problem to solve, but there is truly so much prior work in the field available to help us solve it.