>What happened to FXAA and SMAA?
Mostly gone as they should be, since they hardly did anything anyway, unfortunately now you're forced to use TAA, which is arguably worse than just having the option to use shitty AA like SMAA or FXAA.
TAA is better in everyway. Simple. Replacements are TSR, DLSS, FSR, etc. No reason to bother with worse offerings than TAA.
Blame consoles for keeping resolutions extra low and capabilities in the gutter.
What resolution is this..? If you don't want AA artifacts buy an 8K monitor and just turn that shit off, logically the higher resolution you go the less you have to deal with AA artifacts.
Unreal Engine is bad handling distance. It makes it look plastic or wants low res sprites. It is getting slightly better recently due powerful PCs, but for the longest time now, any functional game had to have those issues since the "you can totally make it look natural bro" was too unoptimized.
>It makes it look plastic or wants low res sprites
Not any more with nanite. It didn't launch with it, but they recently updated the engine to add nanite functionality to foliage. Looks better, no more billboard sprites, and runs better.
TAA.
They run all the effects at a low resolution and then blur it to shit with TAA to blend aliasing and dithering.
What happened to FXAA and SMAA?
Why don't they use it anymore?
>What happened to FXAA and SMAA?
Mostly gone as they should be, since they hardly did anything anyway, unfortunately now you're forced to use TAA, which is arguably worse than just having the option to use shitty AA like SMAA or FXAA.
>you're forced to use TAA
you aren't on unreal engine, you can change anytime you want in project settings
TAA is better in everyway. Simple. Replacements are TSR, DLSS, FSR, etc. No reason to bother with worse offerings than TAA.
Blame consoles for keeping resolutions extra low and capabilities in the gutter.
TAA has ghosting and other temporal garbage that often looks ugly, it's not better in everyway.
>better in everyway
to the blind measuring on no other metric than novelty
What resolution is this..? If you don't want AA artifacts buy an 8K monitor and just turn that shit off, logically the higher resolution you go the less you have to deal with AA artifacts.
1440p. Also FF7R completely breaks if you force it above 4K.
>be a knight in full armor during zombie invasion
>literally immune to bites and scratches
sounds boring
>gameplay trailers
>amazing graphics
>GAMEPLAY trailers
Most modern games go for that blurry+chromatic aberration shit aesthetic for some unfathomable reason
Even worse, why do Unreal Engine games all have that foggy/hazy look. It's almost never vibrant and crisp with lots of contrast.
Huh, mine doesn't look like that.
even that doesn't look sharp
It's a resized image from an in-development screenshot, what do you want
a finished game homosexual, you promised the ultimate rat RTS for years, get back to work
I promised nothing and in fact, just started it a week ago.
oh yeah where are the rat castles then
Player provided.
Unreal Engine is bad handling distance. It makes it look plastic or wants low res sprites. It is getting slightly better recently due powerful PCs, but for the longest time now, any functional game had to have those issues since the "you can totally make it look natural bro" was too unoptimized.
>It makes it look plastic or wants low res sprites
Not any more with nanite. It didn't launch with it, but they recently updated the engine to add nanite functionality to foliage. Looks better, no more billboard sprites, and runs better.
Frick those hacks who enable chromatic aberration on their games by default, and especially frick devs who don't add an option to disable it
yes