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DLSS Momentum Continues: 50 Released and Upcoming DLSS 3 Games, Over 250 DLSS Games and Creative Apps Available Now

SMAA and FXAA aren't very good with image stability, they are PS3/360 era solutions and belongs in the stone age. MSAA doesn't work with forward renderers which is 99.9% of games, where everything is rendered on top of physical geometry and thus can't be picked up by the edge detection & smoothing process.

TAA works because it's cheap, accumulates multiple data points over time (hence 'temporal') and provides best-in-class image stability, especially at higher resolutions. It can also be used for DLSS/FSR to piggy-back off of.
The obvious drawback is that it is extremely reliant on data, if the resolution isn't quite high and the framerate isn't quite high, it can look blurry especially in motion. You really need 1440p/60fps+ and above to get the best out of it. Most of its critics tend to be those running 720p-1080p displays at lower framerates, especially console games
Cheers for this. I would say that the blur of TAA is visiable on the 4K static frames in the HUB video. It's actually quite surprising how much it is visible. I've seen people moan about TAA and how much it degrades visuals - i'll be honest when I'm playing a game I probably won't notice it, but it's surprised me non the less.
 
Cheers for this. I would say that the blur of TAA is visiable on the 4K static frames in the HUB video. It's actually quite surprising how much it is visible. I've seen people moan about TAA and how much it degrades visuals - i'll be honest when I'm playing a game I probably won't notice it, but it's surprised me non the less.
TAA isn't the same in all games - it all depends on the implementation. In some games it's accumulating information from multiple frames which cause ghosting and excessive blur but makes image very stable. In other games they use only 2-3 frames for accumulation and it tends to look much sharper and better but less stable. Something for something. DLSS is an evolution of TAA, as in it also does temporal accumulation and hence had loads of the same issues (ghosting and blured image). Just finally transformer model is brining back image clarity (but it's still work in progress) whilst also improving image stability in motion.
 
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Performance mode at 4k has been better than native ever since preset J onwards.
You can easily see this for yourself, turn on native 4k then turn on performance DLSS, it's not even close. Something about the model draws out all the small details. Are there small issues? Absolutely. But the overall difference is a net improvement imo.
The transformer model works miracles.

The only obvious exception is DLAA. But performance DLSS4 will beat out raw 4k or 4k with TAA/SMAA/FXAA every single time.
As per hub video, this isn't generally true, you seem to have been bamboozled by just texture details when comparing to badly implemented AA, as then DLSS4 generally has much better image clarity (ergo mostly contrast, which is what human eyes are good in seeing). In some cases it's really good, in some cases it's considerably worse than proper native (hair etc.) and one has to go for balanced or quality mode to get comparable or better image quality. It depends on native AA implementation which isn't identical in all games. Plus DLAA 4 is considerably better in all cases and that's AA and not upscaling. And sadly, below 4k it gets quickly not that great - these algorithms still need proper input resolution to give proper details and upscaling from 540p or 720p is just not good enough.
 
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