Out of all of these, motion blur is the worst, but second to that is Temporal Anti Aliasing. No, I don’t need my game to look blurry with every trailing edge leaving a smear.
TAA is kind of the foundation that almost all real time EDIT: raytracing frame upscaling and frame generation are built on, and built off of.
This is why it is increasingly difficult to find a newer, high fidelity game that even allows you to actually turn it off.
If you could, all the subsequent magic bullshit stops working, all the hardware in your GPU designed to do that stuff is now basically useless.
EDIT: I goofed, but the conversation thus far seems to have proceeded assuming I meant what I actually meant.
Realtime raytracing is not per se foundationally reliant on TAA, DLSS and FSR frame upscaling and later framgen tech however basically are, they evolved out of TAA.
However, without the framegen frame rate gains enabled by modern frame upscaling… realtime raytracing would be too ‘expensive’ to implement on all but fairly high end cards / your average console, without serious frame rate drops.
Befor Realtime raytracing, the paradigm was that all scenes would have static light maps and light environments, baked into the map, with a fairly small number of dynamic light sources and shadows.
With Realtime raytracing… basically everything is now dynamic lights.
That tanks your frame rate, so Nvidia then barrelled ahead with frame upscaling and later frame generation to compensate for the framerate loss that they introduced with realtime raytracing, and because they’re an effective monopoly, AMD followed along, as did basically all major game developers and many major game engines (UE5 to name a really big one).
Out of all of these, motion blur is the worst, but second to that is Temporal Anti Aliasing. No, I don’t need my game to look blurry with every trailing edge leaving a smear.
TAA is kind of the foundation that almost all real time EDIT:
raytracingframe upscaling and frame generation are built on, and built off of.This is why it is increasingly difficult to find a newer, high fidelity game that even allows you to actually turn it off.
If you could, all the subsequent
magicbullshit stops working, all the hardware in your GPU designed to do that stuff is now basically useless.EDIT: I goofed, but the conversation thus far seems to have proceeded assuming I meant what I actually meant.
Realtime raytracing is not per se foundationally reliant on TAA, DLSS and FSR frame upscaling and later framgen tech however basically are, they evolved out of TAA.
However, without the framegen frame rate gains enabled by modern frame upscaling… realtime raytracing would be too ‘expensive’ to implement on all but fairly high end cards / your average console, without serious frame rate drops.
Befor Realtime raytracing, the paradigm was that all scenes would have static light maps and light environments, baked into the map, with a fairly small number of dynamic light sources and shadows.
With Realtime raytracing… basically everything is now dynamic lights.
That tanks your frame rate, so Nvidia then barrelled ahead with frame upscaling and later frame generation to compensate for the framerate loss that they introduced with realtime raytracing, and because they’re an effective monopoly, AMD followed along, as did basically all major game developers and many major game engines (UE5 to name a really big one).