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Disabling TAA Ghosting


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Posted

Hello,

 

we are getting very heavy visible ghosting when we are setting the viewpoint inside a cockpit with alpha blended front windows of a car.

It is reproducable with an alpha blended plane in front of the material ball in the test scene.

If you are approaching the plane the ghosts drift apart more and more.

Disabling "Deferred Buffers" on the material will work arround this.

But we are experiencing also ghosting  of the vehicles opaque geometry when moving with the vehicle in a cockpit or chaseview.

Is there a function to eliminate this behavior for a node tree?

We can observe this in 2.10 to 2.12 version of the engine.

 

Thanks

2020-10-21 13-43-25.mkv

  • 4 months later...
Posted

Hello silent,

i made a little reproducer too show you what is happening exactly when chasing a Geometry with the cam.

I have added a 2.13 project to the attachments.

Thanks

grafik.thumb.png.2d38c40cc69c89327cced88cb2e841b7.pngghosting_reproducer.zip

 

Posted

Sebastian,

Thank you, that's very helpful.

We did changes in TAA algorithms to reduce the "internal" ghosting, but on this case with "external" ghosting we didn't have much time to spend. I will rise priority of this task and we will see what we can do about it in the next releases.

Btw, what is your typical frame-rates when you see this in your projects?

Thanks!

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Posted

We are running between 30 and 60 fps at the moment.

The reproducer screenshot has been running with 60 fps.

Posted

Can you check if disabled Fix Flicker option will result in a better results in your project? In your sample ghosting is no longer visible with render_taa_fix_flicker 0.

 


 

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Posted

Yes this did the trick

Posted

Disabling the fix flicker option, did also resolve the outlining issue.

  • Like 1
  • 1 month later...
Posted

Hello,

has this issue been adressed in the 2.14 release? I still have this problem with fix flicker.

Thanks

Posted

Disabled Fix Flicker option is the only possible way to fix that kind of artifacts. We tried couple of different approaches, but nothing is really helpful when object is moving at the same speed as camera.

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