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A-RenderingDrawing game state to the screenDrawing game state to the screenC-BugAn unexpected or incorrect behaviorAn unexpected or incorrect behaviorC-FeatureA new feature, making something new possibleA new feature, making something new possibleC-PerformanceA change motivated by improving speed, memory usage or compile timesA change motivated by improving speed, memory usage or compile timesC-Tracking-IssueAn issue that collects information about a broad development initiativeAn issue that collects information about a broad development initiative
Description
TAA got merged in #7291, but there's a couple of things we could do better.
Compatibility
- Write motion vectors for skinned meshes correctly
- Write motion vectors for morph targets correctly
- Write motion vectors for materials with parallax mapping correctly
- Support jittering orthographic cameras
Quality
- Mip biasing for sharper textures Bias texture mipmaps #7614 Mipmap Biasing #7323
- Investigate FSR techniques and more advanced TAA disocclusion heuristics to replace the rather naive history confidence mechanism we currently have (https://github.com/GPUOpen-Effects/FidelityFX-FSR2#the-technique, plane validation https://diharaw.github.io/post/adventures_in_hybrid_rendering)
- Extra input filter to improve sharpness (Blackman-Harris or Mitchell-Netravali)
- Flicker reduction
- Investigate YCbCr vs YCoCg
- Investigate whether variance(clipping) is necessary in YCoCg, vs just min/max clamp or clip
- Consider moving TAA to be after the opaque pass, but before the transparent pass.
Performance
- Use a uniform buffer for reset instead of shader defs
- Move TAA to a compute shader instead of a fragment shader (threads can collaborate to load history and other textures into workgroup shared memory)
- Double buffer mesh/view transform uniforms, rather than writing new buffers for the past-frame's values each frame
- Figure out COD's 1-tap bicubic filter https://www.activision.com/cdn/research/Dynamic_Temporal_Antialiasing_and_Upsampling_in_Call_of_Duty_v4.pdf#page=64
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A-RenderingDrawing game state to the screenDrawing game state to the screenC-BugAn unexpected or incorrect behaviorAn unexpected or incorrect behaviorC-FeatureA new feature, making something new possibleA new feature, making something new possibleC-PerformanceA change motivated by improving speed, memory usage or compile timesA change motivated by improving speed, memory usage or compile timesC-Tracking-IssueAn issue that collects information about a broad development initiativeAn issue that collects information about a broad development initiative