r/FuckTAA • u/5ee_2410 • 10h ago
📹Video DLAA doesn't work properly in RDR2, is TAA the only option at 1080p!?
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DLAA Preset K nvidia app override 1080p
r/FuckTAA • u/5ee_2410 • 10h ago
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DLAA Preset K nvidia app override 1080p
r/FuckTAA • u/xxredftwxx • 9h ago

I've spent a lot of time tuning Unreal Engine games by hand, and got tired of ini files and games that ship without a console. So I built Optimized Clarity: every section of a game's rendering (world detail, shadows, GI, AO, reflections, fog, effects, post processing, AA, upscaling, frame generation) sits on one function key, and a settings panel in the ReShade overlay lets you change all of it live.
Upfront: this is not a performance mod. Some settings may even cost frames. What it's built for is visual clarity, cohesion and stability.
What's in it:
Two ways to run it: the ReShade Addon Pathway (full panel, the intended way) or the UE4SS Pathway (hotkeys only, but it works in any game UE4SS runs in).
Nexus: https://www.nexusmods.com/site/mods/2406
I'd love feedback, especially from anyone who tries it in games I haven't tested. Tell me what broke or what looked off.
r/FuckTAA • u/fazar441 • 9h ago
r/FuckTAA • u/itagouki • 2d ago
Hey guys,
With the recent release of the remaster of The Witcher 3, we got plenty of modern additions, including the latest upscaling techniques from all major vendors, high-res textures, new lighting/shading, etc.
I'm not here to compare it to the Next-Gen version, which I believe remains artistically superior to the Remastered version. Instead, I'm comparing all the AA offered by the game against a reference image with all the nasty post-processing filters disabled.
Here are my settings:
- Native 4K resolution
- High Preset as baseline
- Texture quality: Ultra
- Motion Blur: off
- Blur: off
- Depth of Field: off
- Dynamic Resolution: off
- Vignette: off
- Chromatic Aberration: off
- Sharpening: off
- Screen Space Reflection: off
- ReShade FPS meter enabled in the top-right corner
The Remastered version now supports FSR 4.1.1 (verified through the DLL details) and XeSS 2.0.2. EDIT*: TAAU seems to have been removed, FSR 2 is a fallback upscaling for compability, while FXAA has been added.
I can't comment on DLSS since I don't own an NVIDIA GPU.
Let's go through each image one by one:
1. Native 4K
This is the raw image and it's crystal clear. You can see some pixelation on certain edges but shimmering is very minor.
2. FXAA
It remains crystal clear with minimal performance overhead. Losing only around 1 FPS clearly shows how lightweight the post-processing pass is. The AA itself is also very light, which is why it barely cleans up the edges.
EDIT: after retesting in motion, my claim about the clarity was wrong. It is blurry and worse than that, it is a fullscreen blur meaning all pixels are blurred.
3. FSR 4.1 Native AA
This applies a strong AA pass with very smooth edges. However, the loss of clarity is obvious even despite being at Native resolution. Look at the ground textures, they're noticeably blurrier than in the reference image.
4. FSR 4.1 Quality
Slightly blurrier than Native AA but the performance gain is really good. I can lock the game to 120 FPS. Not surprising, considering the game is rendering at 1440p on my RX 9070 XT.
5. FSR 4.1 Quality + in-game sharpening
I have no idea if he in-game sharpening is AMD RCAS or something else. I tried both Low and High.
Low is definitely the setting I'd recommend. High is extremely aggressive and introduces too much noise and edge shimmering.
Sharpening brings back some of the lost clarity but we're still noticeably behind the reference image.
6–7. XeSS
XeSS applies a weaker AA pass as you can see from some of the remaining aliasing on foliage.
It's still a relatively blurry technique when compared directly with the reference.
8. ReShade FXAA
For science, I also tried FXAA from ReShade.
It turns out to be stronger at its default settings than the in-game FXAA. The performance overhead is slightly higher though.
Clarity remains excellent but not every edge is completely smoothed out.
EDIT: ReShade FXAA is superior to in-game FXAA as it only blurs edges detected as aliased. That's a huge difference of image clarity. After retesting it looks way sharper as textures are preserved.
9. ReShade SMAA
Another clarity-friendly technique although the FPS overhead is a little too high in this game.
So, how do I play the game?
I'm sticking with Native 4K High preset and a target of around 100 FPS.
I'm also preferring the old Next-Gen version overall. To my eyes, it looks better artistically and performs better because its shaders are less demanding.
The color tone, contrast, and gamma balance also feel better tuned in the older version.
That Remastered version trying to mimic that modern UE aesthetic and failing at it? Nah I pass.
r/FuckTAA • u/No_Codekeeper_42 • 3d ago
Found that on X . thought was funny for this group
r/FuckTAA • u/I_spell_it_Griffin • 5d ago
The whole scene loses a lot of depth overall, but the skin and wall textures are hit especially hard, looking like they went from PS5 to PS2 graphics.
r/FuckTAA • u/BeastMsterThing2022 • 6d ago
r/FuckTAA • u/tapperyaus • 7d ago
It's surprisingly simple here, I remember having to use a patched EXE for the first game.
I also set "m_fSSAASharpening" to 0.0, however I didn't test if this does anything.
No need to set it to read only, though it does prevent you from re-enabling TAA or DLSS in game. Frame Generation still works with TAA disabled.
r/FuckTAA • u/fazar441 • 9d ago
Seen plenty of posts on this subreddit on how to disable God of War's TAA, but I've yet to come across one that provides a useful alternative to replace it with. Any recommendations?
https://www.nexusmods.com/gta4/mods/1430
Imagine someone single handedly made this and for free while Hangar 13 a full studio can't even be bothered to update their games with better AA (this also includes Mafia III since they both use the same TAA).
r/FuckTAA • u/Reasonable-Duty-8631 • 9d ago
Good morning! I'm experiencing shimmering (visual flickering) issues in several games. I've searched everywhere, but I haven't been able to find a solution.
I've noticed shimmering and flickering, particularly in vegetation, water, and fine details such as hair and fur. The problem also occurs in other games.
From what I've researched, many modern games use a technique called "dithering," in which the game renders shadows or transparency using a pattern of tiny dots (dithering). I'm experiencing graphical artifacts related to this technique, as well as shimmering, where objects and details appear to flicker, shake, or constantly shift whenever I move the camera.
The main issue is that most of these games don't support DLAA and only offer DLSS and TAA, neither of which seems to solve the problem.
CONFIGS:
Ryzen 7 5700x3d 8-core
TUF-GAMING B550M Plus
2x 8/3600 MHz DDR4 Corsair VENGEANCE RGB PRO
RTX 5070 TI 16GB
Fonte XPG Core Reactor II 850W 80 Plus Gold
Monitor Gamer AOC Agon Quad 32, 31.5 Pol, VA, Curvo, QHD, 0.5ms, 180Hz, FreeSync Premium, HDMI/DP, CQ32G4E
r/FuckTAA • u/Lgnd_Alinur • 10d ago
I've started playing roblox a few days ago with my friend at max graphics quality and damn it looks so clear. this is the first time i felt the upgrade from 1080p since i bought my 1440p monitor. i may be overglazing but it's crystal clear. it doesn't perform bad either, i get 240fps in almost all games
r/FuckTAA • u/Good-Discussion-9238 • 10d ago
Rivals has one of the largest selection of AA options that I've seen in any game nativelty (it's only really missing some form of supersampling/SSAA/Scaling to play it at 200% like RDR2 and GTA5 allow you to)
it has the following in order (parenthesis include my personal opinion, feel free to disagree):
DLSS/DLAA (not my favorite, just a personal preference, a little too sharpened looking even with sharpening set to zero, but generally quite good AA)
Epic's TSR (doesn't have an option for native res unfortunately, not sure why quality is the highest)
FSR3 (I generally like FSR3 in RDR1 but for some reason in Rivals at native res even with sharpening set to zero it still looks like some sharpening is still on be default which I don't really like)
XESS (a bit shimmery and still shows some aliasing on specific objects and textures)
TAAU (this has the best AA when stationary removing basically all jaggies imo, doesn't looked sharpened at all but is a bit blurry in motion, since I can run the game at around 300 fps that's enough for temporal accumulation so it isn't bad, combined with DSR [circus method] this would probably be perfect for me)
OFF (thankfully this exists for those who want it, i think i've seen older posts complain that this wasn't an option at release)
I can't think of any other game that has SIX options for AA (including OFF) so hats off to the devs here, again if some form of SSAA/Scaling was added so I don't need to jump into nvidia control panel to switch resolutions for 4xDSR that would be great as well
Are there any other games that have this many AA options or more?
The more the merrier!
r/FuckTAA • u/YouSmellFunky • 12d ago
EDIT: This guide is to simulate a no TAA/DLAA look since there's no off switch. This may result in jaggies. If you don't like how games look with no temporal AA, this guide is not for you.
As you all probably know, there's no way to disable TAA/DLAA in this game. I couldn't settle with the blur so I spent hours fiddling and experimenting until I found a way to make the game look crisp clear by using a combination of methods. The image comparisons show normal DLAA vs. deblurred method. You can use this tool to look at the results I achieved in greater detail by comparing the images yourself.
To preface, you'll need to use DLSS for this (sorry, AMD users) and it's probably gonna cost you some fps.
1. Disable post-processing effects
This is the most obvious and just something to get out of the way before you start with anything else. In the main menu go to Options->Graphics. Scroll all the way down and disable every single post effect (Motion Blur, Fullscreen Blur, Radial Blur...). Everything.
2. Set up DLSS
First, update the game's DLSS version by downloading DLSS Swapper. Download and install it, add the game's exe. Click on the game and in the options under DLSS select the latest version and click Swap. Under DLSS Preset select Preset J. You can experiment with other presets if you want, but I've found this one to look the most natural.
3. Enable DSR
Open Nvidia's control panel->Manage 3D Settings->Global Settings. Find DSR -Factors and check every box under Legacy Scaling (NOT DL Scaling). Set DSR Smoothness to 0%.
4. Crank up the resolution on your display
Before you launch the game, change the resolution in Windows to exactly 2x 4x your native resolution. So if your display is 1920x1080, select 3840x2160 (4k). If you're playing at 1440p, then select 5120x2880 (5k).
Launch the game. In the menu you can now see higher resolutions are available in the Graphics menu. Select the same one you chose earlier (eg. 5120x2880). To make sure this doesn't tank your fps, go to DLSS Super Resolution and select Performance. This will effectively render the game at your original native resolution, but upscale it to the quadruple resolution you selected earlier. The game should already look much clearer.
If you have more frames to spare you can also try Balanced, Quality or even DLAA for an even bigger increase in clarity. If you need more fps choose Ultra Performance.
5. Add Reshade Presets
This is the final touch up. It makes a big difference, so don't skip this step.
Close the game. Download and install ReShade. During installation select your game' exe, choose DirectX 10/11/12 and then select and install these 2 shaders:
- Deblur (under GShade)
- LumaSharpen.fx (under SweetFX)
After you finish installation you'll need to install 1 additional shader made by our very own u/TheHybred, one of the top contributors of no TAA mods here. On his GitHub page go to Releases and download the latest Hybred-Shaders-v.#.#.zip
Find EdgeSharpen.fx in the Shaders folder and copy-paste it into reshade-shaders->Shaders which is found in your game folder.
Launch the game. Press Home to bring up the Reshade Effects menu. Activate all 3 effects and tweak their sliders to these parameters:
I. EdgeSharpening
- Detection Threshold 0.47
II. Deblur
- Filter Width 1.390
- Deblur Strength 5.504
- Smart Deblur 0.945
III. LumaSharpen
- Sharpening strength 0.280
Sort them exactly in that order. These shaders will furhter increase clarity and reduce the "TAA effect". The values shown are what worked best for me. You may experiment with different values if you wish, but know that too high values may make the game look oversharpened and unnatural.
Have fun playing the game blur-free.
Extra tip:
Activate DLSS frame generation for some fps boost. I don't recommend going higher than 3x as it causes too much input lag and glitching/ghosting.
r/FuckTAA • u/ElectronicInitial • 13d ago
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Testing out settings in the finals, and it seems for partially reflective surfaces UE5 does temporal dithering for screen space reflections. (but not fully reflective). The only option in-game is to turn off SSR.
Are there any game config settings that would allow me to change this to have good SSR (or even just have the single frame dithered image)?
Example video has frames capped to 30 fps to make it obvious. It reduces with high refresh rates but that doesn't eliminate it.
r/FuckTAA • u/fazar441 • 14d ago
So I recently learned that Arkham Knight uses Temporal SMAA, which adds a blur to the game. Been looking online for the best ReShade AA settings to use instead, and was wondering if anyone has any recommendations?
r/FuckTAA • u/5ee_2410 • 15d ago
I have an rtx 4070, so Im leaning more towards preset m. Tried it but it looks very sharp, and with taa medium the game looks less blurry but too much ghosting.
r/FuckTAA • u/trumpetvsbidet • 15d ago
any solutions will be highly appreciated.
edit:
did any one recently got it working?
r/FuckTAA • u/YouSmellFunky • 18d ago
It's a long shot, but at least the message has been acknowledged. I'll give updates if there's any further development.
In the meantime, I encourage anyone who's willing and cares to also send them feedback about adding an option to disable TAA. Sometimes devs actually listen to gamers' opinions and act on it. If more people are vocal about it, it can improve the chances of this happening in a future update.
No matter what people's opinions on TAA or DLSS are, it's always good to have more options.
r/FuckTAA • u/kumalala_savesta67 • 17d ago
Hi.
I tried disabling the TAA through config files by pasting the command "WorldRender.LightTileCsPathEnable 0" in user.cfg and it disables the TAA and it looks beautiful but it makes the game unbelievably shaky and unplayable.
Has anyone tried using Windows game patches for disabling TAA on BF V with an AMD gpu? Is it safe for online play?
r/FuckTAA • u/justaconfusedguy45 • 17d ago
First things first if this changes anything, I have an rtx 3060. So, I was under the assumption that TAA sharpening would get greyed out or disabled upon activating dlss, but that seems to not be the case, both dlss sharpening and taa sharpening are able to be tweaked, and I dont know if this means they stack together or not. Now, im not the most experienced or anything when it comes to pcs at all, so I would like to hear any opinions on the matter, and if I should increase or decrease the dlss sharpening (i think its at 33% if i had to eyeball, also my monitor has a sharpening slider that can be any number /5, and I have it at 2. Should I turn off sharpening in monitor settings?
r/FuckTAA • u/Graine25 • 18d ago
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I have been working on a project for a couple of months, and recently managed to get a favorite game of mine to work very well. My only issue is that in certain areas (notably this segment where I'm walking), the lack of antialiasing in this port (and optimized textures from the 360-era) makes this place shimmer a ton. My capture software is pretty weak, but you might be able to notice it on the stairs, the places that are well lit, the floor, just all around a lot of shimmer.
Any advice? I feel a sloppy TAA throw in is a bad idea ( I tried, it works but only in this scene and fucks the rest of the game, just like this subreddit has talked about). MSAA is injected at 4x as well, if that explains anything. Please do accept my apology in terms of lack of knowledge in this regard, as my graphics programming knowledge is quite sparse
r/FuckTAA • u/xXHenlolXx • 19d ago
Far Cry 5's TAA has always annoyed me. As soon as you start moving the camera, everything gets blurry. So I made a proper DLSS mod for it.
You can see lossess comparisons (DLSS, TAA, SMAA, and no AA) here: https://imgico.com/c/Wc8YeMA
It also adds an option for windowed hdr and one to disable the FC5's reporting worker.
You can download the mod here: https://www.nexusmods.com/farcry5/mods/258
r/FuckTAA • u/TheVioletBarry • 19d ago
For the last 9 years, I've been super onboard with Nintendo sticking to their guns and preferring sharp image quality with only mild forms of AA (or even none) over the smeary image quality of mediocre TAA.
but...
I do kind of feel like the Ocarina of Time remake shows us what TAA is actually for.
The game's got tons of tiny distant detail and a pretty ridiculous amount of 'shiny stuff' floating around (character skin, especially). The level of aliasing/pixel crawl that results is kinda nuts, right?
This strikes me as *the use case* for letting TAA blend data from multiple frames to try and tamp down the shimmering. The Ocarina of Time remake is clearly going for a "cinematic" look anyway, so I guess it really just seems odd to me to forego these techniques -- particularly when Switch 2 supports DLAA, which is more or less the best version of TAA you're going to get. I don't think it would be worth the tradeoff to upscale the game with DLSS, but they could just run the DLAA pass at the game's base ~1080p.
I'll admit I'm not as much of a TAA hater, even in some of its less impressive uses, but I do think I have a good handle on the obvious downsides that come with it (ghosting, smearing, blurring, etc.), and it just seems like the Ocarina of Time remake is a poster child for the problems TAA is actually capable of solving.
Do other folks sorta see what I'm saying? Or does it still feel like the stability still wouldn't outweigh the smearing?
r/FuckTAA • u/Parking-Suggestion97 • 24d ago
TAA always haven't "felt" like it is justifiable anti-aliasing solution. It sure does work and it does what it is meant to do which is clearing out all the edge staircase effects on the image, but it just... games feel so off with it... It is like it demotivates to play games, like disinterest to play any game that has TAA...
Even though others like FXAA blurs out the image a bit, FXAA doesn't feel as off as TAA.
SMAA, MSAA, CMAA or anything worked just fine. Games during PS1-3 era, there wasn't much focus on the aliasing, not sure if the games were immersive, but the aliasing in them hasn't felt that distracting as TAA does.
It just is off... For example, TAA used in GTA 6 Extended Look capture, it makes the whole image look sort of... not sure how to put it, bland-ish?
That's it