Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
GPU: AMD RX 6900 XT
CPU: Intel 10900k
atm
It has similar quailty to MSAA anti aliasing but for less performance hit.
FXAA is faster to render than TAA but at a lower quality.
To answer the question TAA is currently the best one from a graphics standpoint in the game
Similar ideas/techniques were used back in the days, like SSAA for Super-Sampling Anti-Aliasing, but it was SO HEAVY to run that not many games implemented it (Tomb Raider 2013 had it, The Witcher 2 used something similar called "Uber Sampling" for exemple)
I'm pushing my RTX 3080 at it's limit in terms of VRAM playing like that
seems to be the best compromise between AA and still maintaining some sharpness.