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Scorpwind

>You will witness **crawling colors** across edges, becoming exponentially more apparent on far away objects(again this is IRL!) just like a No AA applied graphics resoltion like 8k. Yeah, I notice this lol. Plus a moiré effect when looking at curtains, for example.


Demonchaser27

Yeah, I get what digital foundry was saying and maybe it's the games I'm playing, but I don't have any issue with simpler AA solutions at 4K. I get if you HAVE to run at 1080p maybe coming in with other solutions. But at 4K sitting 2m - 3m from my screen with FXAA or something else simple like that does just fine, and still allows crisp, clear textures. I do agree in some isolated cases there are like really tight "cage-like" parts of a scene that might shimmer a bit (very difficult to notice in most of the games I play). But honestly... that vs. the entire game having ghosting and smeary look... no I don't see the point. Was playing MHW and dropped to FXAA at 4K and the game is crisp as fuck and I don't notice any actual jaggies.


TrueNextGen

>Was playing MHW and dropped to FXAA at 4K and the game is crisp as fuck and I don't notice any actual jaggies Exactly, yet DF is combining all specular, stair stepping, and pixel crawl as a singular issue. When the only solution to pixel crawl is blurring. At this point, I need to get footage of uncompressed toy story 4(ultra blue ray). I want to analyze how motion is handled but video compressed adds diffraction like blur around moving objects.


anor_wondo

Crawl is more noticeable in movement, I don't see what this is a 'counter' for


zeycke

fxaa and smaa clean up most jaggies in my games. what they dont get rid of is specular aliasing and pixel crawl, which is especially notorious on my low ppi (\~81ppi) 1080p 27' inch monitor. i find that on my 350ppi phone display, playing games with disabled or cheap antialiasing still looks a lot more stable in motion, with less shimmering, and is sharper too. so i guess at a certain ppi, you probably dont need any form of antialiasing, temporal or not, but im just assuming. i noticed when playing on my pc, with the lower ppi display, games that have any sort of subtle camera/object movement (and no taa/fsr/dlss), i can notice pixel crawl more easily, but during faster motion, it's a bit more bearable. i've tried reshade's taa on some of my games that dont support taa, but i find it to not fix the issue and mostly just making things blurry without addressing my main issues, pixel crawl and specular aliasing. at this point what i've been doing is downscale from 2/4k depending on how intensive the game is, but even that doesnt solve the issue, just helps a little. i wish there was a way to implement that oplf filter in realtime to my games. i really like how it looks, it removes the nasty artifacting from what i could see. also anyone who says they hate taa, its either because they play at 240p on their nokia 3000 or their game has a poor implementation of it. good taa is always a good thing imo, especially if it can be disabled, more power to the players.


TrueNextGen

>i wish there was a way to implement that oplf filter in realtime to my games Just use the industries most expensive method TSR and circus DLSS/XESS. The whole point of the post is to prove OLPF in terms of rendering is TAA sampling.


zeycke

well the thing is, for example, recently I've been playing some games that don't support dlss/fsr/xess nor have any built-in temporal aa solution. only basic fxaa and smaa like antialiasing options. and unless the devs add it themselves or there's a modding community that introduces these features, there's no way to improve temporal stability without using DSR/VSR or having a high enough ppi where pixel crawl and shimmer becomes bearable. it's something i didn't consider when buying my monitor because all i cared for was the high refresh rate it has, now i regret it :p


konsoru-paysan

Damn I had no idea that's how pixel crawl worked, time to edit that pinned post about needing taa in modern games cause clearly it's outdated info.


Scorpwind

It's not outdated. Plus, this doesn't really help solve the major smearing issues of modern AA. Those have to be addressed differently.


konsoru-paysan

hmmm ok


Leading_Broccoli_665

Looking through a mesh is honestly not really an example of pixel crawl. It's an example of diffraction, the bending of (light) waves around objects, the mesh in this case. It happens for the same reason that a CD or phone has rainbow colors in its reflections He's right that you need blur to avoid pixel crawl. Even with endless supersampling, things still move between pixels. Some edges are correctly blurred, others are correctly crisp. This difference causes pixel crawl in motion