Starsiege: Deadzone

Starsiege: Deadzone

Magenta Jul 21, 2023 @ 3:20pm
Forced TAA, seriously?
Dude, i dropped The Cycle Frontier due this same terrible thing, full of ghosting and blurrines. Please let us disable this. It also ruins the performance.
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Showing 1-9 of 9 comments
Zentz Jul 21, 2023 @ 7:40pm 
taa?
Originally posted by Tangirino:
Dude, i dropped The Cycle Frontier due this same terrible thing, full of ghosting and blurrines. Please let us disable this. It also ruins the performance.

u dropped cycle frontier because servers are getting closed - it was never your choice
H4Z4RD Oct 1, 2023 @ 5:49am 
That sucks. Yet unlike TCF, this game allows to disable it by editing a config file.

Go to C:\Users\[your Windows username]\AppData\Local\Valhalla\Saved\Config\Windows\, open the GameUserSettings.ini with any editor (Notepad should do), find the AntiAliasingType=2 string, and change the 2 to 1 or 0. 1 = FXAA, 0 = no AA.
Last edited by H4Z4RD; Oct 1, 2023 @ 5:52am
CarnageMayhem Oct 1, 2023 @ 5:27pm 
Originally posted by H4Z4RD:
That sucks. Yet unlike TCF, this game allows to disable it by editing a config file.

Go to C:\Users\[your Windows username]\AppData\Local\Valhalla\Saved\Config\Windows\, open the GameUserSettings.ini with any editor (Notepad should do), find the AntiAliasingType=2 string, and change the 2 to 1 or 0. 1 = FXAA, 0 = no AA.

It's good to know, but why should the average player resort to that kind of draconic procedure, instead of being available in game menus?
H4Z4RD Oct 1, 2023 @ 6:26pm 
Originally posted by CarnageMayhem:
It's good to know, but why should the average player resort to that kind of draconic procedure, instead of being available in game menus?

Asking the real question here! Why can't devs just add an "Off" option to antialiasing in so many UE4 games is beyond me. Yeah, it makes some often half-rendered effects (such as reflections and hair) look extra ugly, but for some of us, it is worth it. Everything is better than smearing in motion and excessive blur.

I don't agree with the procedure being "draconian" though. After having to tweak so many UE4 games to make them look and run decently enough over all these years, I can say that editing config files had become second nature to me 😅
Boobpooper Oct 7, 2023 @ 6:12pm 
Originally posted by H4Z4RD:
Originally posted by CarnageMayhem:
It's good to know, but why should the average player resort to that kind of draconic procedure, instead of being available in game menus?

Asking the real question here! Why can't devs just add an "Off" option to antialiasing in so many UE4 games is beyond me. Yeah, it makes some often half-rendered effects (such as reflections and hair) look extra ugly, but for some of us, it is worth it. Everything is better than smearing in motion and excessive blur.

I don't agree with the procedure being "draconian" though. After having to tweak so many UE4 games to make them look and run decently enough over all these years, I can say that editing config files had become second nature to me 😅


all of u just have ♥♥♥♥♥ ass PC`s lol dont know wat to tell ya nor do either of u know how to make a game run better without going into a config file lmao, also mby dont play ♥♥♥♥♥ ass games as well
Last edited by Boobpooper; Oct 7, 2023 @ 6:12pm
H4Z4RD Oct 8, 2023 @ 1:16pm 
Originally posted by boobpooper:

all of u just have ♥♥♥♥♥ ass PC`s lol dont know wat to tell ya nor do either of u know how to make a game run better without going into a config file lmao, also mby dont play ♥♥♥♥♥ ass games as well
It's not about performance, it's about making the game to not look like it is covered in vaseline. F*cking up motion clarity should be unacceptable in competitive games, which is why most popular FPS games like CS2, Overwatch 2, and even Fortnite include an option to enable FXAA or SMAA, or even disable antiasing entirely. Yet, there are too many people who somehow don't notice temporal artifacts that TAA/TSR or upscalers leave on the resulting image - mainly blur and smearing/ghosting, especially on stuff like reflections and semi-transparent objects, and especially in low light (which is common in this game).

Go on Reddit and search for the"r/F*ckTAA" sub. Lots of examples and explanations of why TAA is the cancer of modern gaming.

But seeing your writing style, I assume you're a kid or something? We're grown-ups here, discussing grown-up things. Grow up first lol
Last edited by H4Z4RD; Oct 8, 2023 @ 1:20pm
just a quick heads up to the clueless ppl - TAA is still the best AA available. best results + 0 performance loss. many still think MSAA is the best but it never was. demanding af and basically does nothing to the aliasing.
ur welcome
H4Z4RD Oct 10, 2023 @ 10:57am 
Originally posted by kRazyyoN.:
just a quick heads up to the clueless ppl - TAA is still the best AA available. best results + 0 performance loss. many still think MSAA is the best but it never was. demanding af and basically does nothing to the aliasing.
ur welcome
If you don't mind or can't see the TAA-induced artifacts I detailed in my message above - it pretty much is. Just not in the competitive games, where motion clarity often means difference between win and loss.

Also, have you ever used MSAA? 4x and above clears any jaggies from anything that isn't a semi-transparent texture (tree crones, chain link fences) or a shader effect (specular highlights). That's why it is considered very good, but not perfect for most modern games - and the performance hit in the deferred-rendered games is too high.

The perfect one is SSAA - though the performance cost of it is comparable to just increasing the resolution twice for SSAA 2x, or quadruple times for SSAA 4x. So, yeah, not good unless you have a 4090 or playing something not really demanding.

TAA is also perfect... when things don't move. As soon as movement occurs, things get slightly blurry, and there could be smearing/ghosting on disoccluded objects - especially if dithering or semi-transparency is used. One can deal with blur somewhat by using sharpening - which has its own artefacts, especially when overdone. But you can't do anything to smearing, just make it less visible by upping the resolution to 4K+ and having higher FPS. So yeah, "perfect".

The middle ground here is using a non-temporal post-process AA, such as FXAA, or SMAA. FXAA is somewhat blurry and not helps much, but at least Unreal Engine supports it. SMAA is similar to FXAA, but is really sharp and provides quality similar to MSAA and can deal with semi-transparent textures, while not having nearly as big performance hit as MSAA.

If TAA is good for you (as it is for most people) - then good for you. But many people still want an alternative. In competitive titles, I prefer no AA at all instead of smeary UE4-5's TAA/TSR.
Last edited by H4Z4RD; Oct 10, 2023 @ 11:01am
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