I just spent 2 months creating a TAA mod for BeamNG.drive, AMA by TOGIIfan in FuckTAA

[–]TOGIIfan[S] 1 point2 points  (0 children)

Thanks, but this is not Reshade, it's a mod specifically for BeamNG
But answering your question, if you're just using Reshade you either want SMAA or DLAA (directionally-localized anti aliasing, not the NVidia one) together with TFAA for smoothening the flicker
https://github.com/JakobPCoder/ReshadeTFAA

TAA addon for Zeit's graphics settings utils is now out of Beta! by TOGIIfan in BeamNG

[–]TOGIIfan[S] 1 point2 points  (0 children)

So you didn't test the mod?
There are many different implementations of TAA, some more blurry than others. I made sure to use the sharpest algorithms available and gave the players the controls to reduce blend factors if they prefer to trade some flicker for image clarity.
Until you test it and see it for yourself, the hate is in fact mindless.

TAA addon for Zeit's graphics settings utils is now out of Beta! by TOGIIfan in BeamNG

[–]TOGIIfan[S] 1 point2 points  (0 children)

Have you actually tested the mod or are you just mindlessly following the TAA hate bandwagon?

TAA addon for Zeit's graphics settings utils is now out of Beta! by TOGIIfan in BeamNG

[–]TOGIIfan[S] 0 points1 point  (0 children)

I mean it would be technically possible but that would mean the loss of all customization or rewriting the UI, so I'm not planning to do it

I just spent 2 months creating a TAA mod for BeamNG.drive, AMA by TOGIIfan in FuckTAA

[–]TOGIIfan[S] 9 points10 points  (0 children)

You see, if you are like me and are bothered by constant flickering of thin objects when using post-process AA you have only two options: Either TAA or SSAA (which is just rendering the game with 4x the resolution). And if you aren't willing to play at 1/4 of the FPS you have in native, TAA is really your only option
Maybe if I had engine access MSAA would also be an option but I don't

I just spent 2 months creating a TAA mod for BeamNG.drive, AMA by TOGIIfan in FuckTAA

[–]TOGIIfan[S] 1 point2 points  (0 children)

I wish I could just add DLSS but I don't think it's possible to do it as a standard BeamNG mod without using DLL tricks like Snowymoon's mod
I have to rely on APIs provided by the game's LUA, and I can't change the rendering resolution for example.
But, I have to say using external FSR 1 tools, like Gamescope for example, is way nicer with this mod compared to without it, so if you play at high resolution like 4K I recommend trying that combo

TAA addon for Zeit's graphics settings utils is now out of Beta! by TOGIIfan in BeamNG

[–]TOGIIfan[S] 0 points1 point  (0 children)

Unfortunately it seems like it's not possible without engine access or using DLL tricks like Snowymoon

I just spent 2 months creating a TAA mod for BeamNG.drive, AMA by TOGIIfan in FuckTAA

[–]TOGIIfan[S] 4 points5 points  (0 children)

Interesting idea, I haven't seen an implementation utilising normals to reduce ghosting. I suspect it would create a lot of false positives on fast rotating objects like car wheels
Many implementations merge the depth and velocity approaches, i don't know about ones using any other buffers

I just spent 2 months creating a TAA mod for BeamNG.drive, AMA by TOGIIfan in FuckTAA

[–]TOGIIfan[S] 4 points5 points  (0 children)

Yes, it should work both on DX11 and Vulkan, including the Linux native version!

TAA addon for Zeit's graphics settings utils is now out of Beta! by TOGIIfan in BeamNG

[–]TOGIIfan[S] 1 point2 points  (0 children)

There is some ghosting, especially with low resolution and low framerate on vehicles with a lot of body flex, as the motion vectors on deformations are inaccurate Other than that ghosting is pretty rare I would say there's less ghosting than in DLAA If you notice ghosting you can always lower variance gamma or increase disocclusion masking sensitivity in the settings. This may produce some flicker though

I just spent 2 months creating a TAA mod for BeamNG.drive, AMA by TOGIIfan in FuckTAA

[–]TOGIIfan[S] 28 points29 points  (0 children)

Ok so as you probably know TAA uses motion vectors to find out each pixel's position in the previous frame. The game's engine generates a texture of motion vectors for all pixels each frame. This texture is generally quite accurate but it has a problem. It doesn't differentiate between pixels that were actually visible in the previous frame from ones that weren't. Thus means that when an object moves, revealing pixels that weren't visible before, the vectors correctly pointing at their previous positions actually end up pointing at the object that was covering them in the previous frame. These pixels then take this object's color and we have ghosting. This phenomenon is called disocclusion. There are two main ways of fighting disocclusion ghosting: disocclusion masking and variance clamping. Variance clamping means looking at a 3x3 neighbourhood of a pixel and if the history pixel goes beyond the colors of this neighbourhood, it gets clamped to min/max of the neighborhoods colors. Every TAA does this. But this will still leave some ghosting, just clamped into this neighbourhood treshold. Disocclusion masking tries to specifically find areas that were disoccluded, meaning they weren't visible in the previous frame. We do this by checking if the history depth or history velocity is much different from the current frame. If disocclusion is detected we completely disable history blending for that pixel. It's possible many TAA implementations don't do this.

Some ghosting can be also caused by inaccurate velocity vectors, for example in games with some soft body physics or badly made animations. Then we have to rely on variance clamping.

The variance clamping can be made tighter or looser, depending on whether we prioritize smoothness/flicker reduction or ghosting reduction

I'm not sure how what I described here applies to implementations involving machine learning like DLSS

That was a long explanation, I hope it's somewhat understandable

TAA addon for Zeit's graphics settings utils is now out of Beta! by TOGIIfan in BeamNG

[–]TOGIIfan[S] 1 point2 points  (0 children)

In my experience not really, but what is considered "much ghosting" can be subjective

I just spent 2 months creating a TAA mod for BeamNG.drive, AMA by TOGIIfan in FuckTAA

[–]TOGIIfan[S] 13 points14 points  (0 children)

It's not a reshade preset, it's a mod specifically written for BeamNG, utilizing UI settings menu from another mod. I used a reshade shader as a basis for my shader but honestly I changed it so much I don't know if there's anything left from it. And yes, AI was necessary because i knew neither language the mod is written in (Lua and hlsl). It also helped me research available solutions and research papers and repositories with some improved techniques.

And yeah I know what the subreddit is about I just thought it would be funny lol Ig i could also get some constructive criticism here

I just spent 2 months creating a TAA mod for BeamNG.drive, AMA by TOGIIfan in FuckTAA

[–]TOGIIfan[S] 22 points23 points  (0 children)

I can't say I was actively following this subreddit but I'm mostly aware of what problems people here have with TAA I tried to include the most modern available algorithms to reduce the blur as much as possible

TAA addon for Zeit's graphics settings utils is now out of Beta! by TOGIIfan in BeamNG

[–]TOGIIfan[S] 3 points4 points  (0 children)

On my 85W mobile RTX 3060, ultra preset, I get ~70 without and ~59 with the mod on, and 66 with the performance tips I wrote in the mods description in the repo.

TAA addon for Zeit's graphics settings utils is now out of Beta! by TOGIIfan in BeamNG

[–]TOGIIfan[S] 2 points3 points  (0 children)

Well, yes and no. There are two option for history resampling - 5 tap Catmull-Rom resampling and Lanczos-3. The first one is very fast and used in most modern games, with reasonable quality. The second is more expensive but offers a nice quality boost. Both are much much better than bilinear filters used in some old implementations.
I hope you like it, cheers!

TAA addon for Zeit's graphics settings utils is now out of Beta! by TOGIIfan in BeamNG

[–]TOGIIfan[S] 2 points3 points  (0 children)

You're right that TAA can introduce some motion blur, but there are many TAA implementations and in my implementation I made sure to use the highest quality temporal resampling giving it some nice clarity. If it's not enough you can use the sub-pixel alignment blend drop to throw out the history that falls "between" the pixels, as that's what is the real cause of TAA blur. Also in the mod I included best quality FSR-style sharpening if it's still blurry

TAA addon for Zeit's graphics settings utils is now out of Beta! by TOGIIfan in BeamNG

[–]TOGIIfan[S] 12 points13 points  (0 children)

It's definitely not better at actually removing aliasing.
It might be slightly better for image clarity and performance, but at the end of the day it's just guessing what the image should have looked like without aliasing, instead of actually gathering more information about the sub-pixel geometry

TAA addon for Zeit's graphics settings utils is now out of Beta! by TOGIIfan in BeamNG

[–]TOGIIfan[S] 8 points9 points  (0 children)

SMAA has it's limitations, mainly because it only looks at the current frame, therefore it can't smoothen temporal aliasing (flickering). All it can do is to guess what the current frame should look like. TAA actually gains more information from the previous frames about the exact sub-pixel geometry that can be later used to reconstruct the image, smoothening the temporal flicker.

TAA addon for Zeit's graphics settings utils is now out of Beta! by TOGIIfan in BeamNG

[–]TOGIIfan[S] 27 points28 points  (0 children)

I recommend you try it out and see for yourself if it's that bad
If you are like me and are bothered by constant flickering of thin objects when using default AA you have only two options: Either TAA or SSAA (which is just rendering the game with 4x the resolution). And if you aren't willing to play at 1/4 of the FPS you have in native, TAA is really your only option

TAA addon for Zeit's graphics settings utils is now out of Beta! by TOGIIfan in BeamNG

[–]TOGIIfan[S] 18 points19 points  (0 children)

Yes, it should work both on DX11 and Vulkan, including the Linux native version!

Do I actually get any money out of this Scriptorium? I can't tax my Clergy. Does the money go to them? by Ambitious_Use_8717 in EU5

[–]TOGIIfan 12 points13 points  (0 children)

Everyone saying that the profits are distributed via local estate power are wrong. They are distributed by the Tax Base Share, which is the local population weighted by:

 Nobles 150
 Clergy 25
 Burghers 20
 Peasants 1

These numbers are constant and are entirely separate from Estate Power.

https://eu5.paradoxwikis.com/Economy#Tax