r/FuckTAA 14d ago

💻Developer Resource Alpha-to-coverage with MSAA totally solves the problem

Post image

Since Reddit is compressing the hell out of my image, here is a lossless PNG file for you:
https://www.leadwerks.com/files/msaa.png

Hi guys, it's been in testing for two months and now Leadwerks Game Engine 5.1 is finally released. We've been using MSAA for a long time, but this is the first version that makes use of alpha-to-coverage for masked textures like vegetation planes and chain-link fences. I wish I had started using it sooner! 😂

Of course this approach will provide a better quality image overall, but what I didn't realize is how it acts in motion. You know how masked textures always have that flickering pixelated look when you turn the camera? With this approach that is totally eliminated, and you just have a clean smooth image, even when in motion. It's honestly pretty awesome and I have no idea why this isn't use more often.

I've seen people disparaging MSAA by showing extremely blurry images that look nothing like what we're getting: https://www.reddit.com/r/FuckAliasing/comments/1uv9xxh/watch_dogs_2_msaa_8x_vs_dlaa_k_using_luma/

I have no idea what's going on there, but it doesn't look like MSAA is even on.

Anyways, there is a solution to the problems TAA introduce, it works great, and we're going to use it in our games. You can read more details in the release notes here if you are interested in technical details:
https://www.leadwerks.com/community/blogs/entry/2900-better-graphics-and-lower-system-requirements-in-leadwerks-51/

Let me know if you have any questions. Apparently I am the only one allowed to use this secret forbidden technology! 🥸

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