Why is RDR2 so soft visually? It looks like 720p but my resolution is 1080p. Then it becomes even softer whenever I move the character or move the camera.
Why is RDR2 so soft visually? It looks like 720p but my resolution is 1080p...
temporal anti aliasing, the greatest invention of mankind
my resolution is 1080p
well there's your answer. take a look at my 4k screenshot and tell me if you still feel the same way.
TAA+volumetrics and everything is covered with white fog and vaseline
1680x1050
You aren't even 1080p. Upgrade your monitor and use DLSS4, vuala it is not so blurry anymore.
Safe graphics
TAA NIGGA
deferred rendering, the blurriness issue is common in all modern games
rdr2 looks like smeared shit at any res lower than 4k, although most games these days still manage to look half decent at 1440p
1080p basically feels like 720 used to back in 2015 or so due to this shit
1080p is all i need fag wondering why his game is blurry
1080p
bare minimum is 1440p now
whats up with your hair dude
Its because TAA sucks. You can try using the circus method if you have enough GPU head room.
Run the game at 4K and set upscaling to performance mode. This will render the game internally at 1080p, upscale it to 4K and downsample it to 1080p for your display. Usually this gives a cleaner image that the games native TAA.
Old games looked sharp at 1080p, althoughbeit. The issue is modern games putting on retarded effects that make everything into a blurry mess. Truly garbage.
This will render the game internally at 1080p, upscale it to 4K and downsample it to 1080p for your display.
What in the goddamn...?
This will render the game internally at 1080p, upscale it to 4K and downsample it to 1080p for your display
used 720p in 2015
illiterate bot can't read what is present in the statement and posts an indian man
Because old games have less detail
look how good my game looks like
posts photomode screenshot
good one
Top is 1080p native TAA
Bottom is 4K DLSS performance downscaled to 1080p
Enable preset K in nvidia app and run DLSS is probably the best solution for you but it’s not perfect
Second option is to get a mod on nexus called TAA something or other that helps fix the values of TAA to make it sharper and have less overhead
It’s a part of the “definitive rdr2 modlist”
are you fucking illiterate or something?
Post horse balls.
implying niggas read and don't just have their phones read to them
Nerd.
install reshade, add some sharpening (use AMD CAS.fx - its one of the default effects that bundles with reshade's installation), crank it up. enjoy good visuals again.
inb4 but sharpening is reddit
fsr4 and dlss4 only look better vs raw taa because they force sharpening in the upscaler pass. taa with sharpening looks better than upscaled reconstructed image.
if u have some performance to spare then apply 1.25 resolution scale (dont use driver level digital resolution, use ingame resolution scale - it wont make things blurry)
to the others:
you counter blurriness by increasing resolution
that makes 0 sense. some effects might scale better because they are hardcoded but thats skill issue from dev.
otherwise, increasing resolution will never make things look sharper unless you game at 720p on a 4K monitor. he has a 4:3 1050p display so it simply cant look any better and wouldnt look different to someone who games at 4K on a 4K display.
I think the game looks great. The hair is a bit seethrough, which I think is a TAA issue? I don't remember what my settings were in this screenshot, but should be close to max in 1440p on my 3090. I'm excited to replay the game on 4K max on my new OLED, just waiting for my 5090 now.
make sure your resolution is at least 105% looks fine, ill post a screenshot in a bit
fucktaa faggot
circus method
thats all i have to know about you. fuck off.
the bottom image will never look like that while you game because you are using virtual resolution using DSR/DLDSR and it makes the image blurry. taking a screenshot does not capture the blurriness from virtual resolution scaling because it's a driver-level feature. it would only look like that if you used a native 4K monitor at dlss performance mode.
you can test it with your phone camera - put it on a stand, take a native 1080p screenshot, take a dldsr 4k->1080p screenshot. you will see that they look equally blurry.
So here it is, at 5/4 1x.250 resolution scale.
no DLSS, native 1080.
to me this looks fine. if I had a better GPU I could make it look even better, but alas I only have a 4060
TAA.
Get DLSS 4. However if you're playing at 1680x1050 then I don't know if even that will save you.
The current mainstream antialiasing solution for games is called TAA and the lower your resolution it is, the blurrier and uglier it'll look with TAA. TThis antialiasing method is fine at 4k but it looks awful at 1080p. Worst part is that we no longer live in the time where you can just turn AA off and it'll look fine, new games look hideously unstable without antialiasing and developers often design game graphics with TAA in mind.
If your GPU is capable of it, use supersampling or use DLSS4 upscaling. Both of these options will make the game look sharper, and DLSS4 will net you slightly better motion clarity. Or get a higher resolution monitor because 1080p is a two decade old resolution.
sharpening
negative lod bias
wow, dlss is such a saver. it really puts taa to shame. praise jensen.
sharpening
negative lod bias
wow, dlss is such a saver. it really puts taa to shame. praise jensen.
idk I prefer native cause DLSS I get ghosting with upscaling
my monitor is also only 27 inches so 1080 looks fine.
if I had a really big monitor id def switch to 2k/4k
That's not sharpening. Sharpening would not resolve slightly more detail with distant objects, it'd just make everything look crunchier.
TAA a shit, and being an 8th gen game with no "HD texture pack" addon or mod (I will not count any aislop upscale job), most of its textures for anything that isn't a cutscene model are atrocious. Look at any tree close up, it's blurry and vanilla skyrim-tier.
missed the negative lod bias line
sorry hun ill make it more obvious next time
Are you implying it's just sharpening? It's literally retrieving detail that straight up is not there in the TAA image.
all that wordsalad about DSR
you either never tried it or are too much of a retard to properly configure it. Either way, you should kill yourself
Best image quality for me personally was DLDSR through Nvidia control panel. Upscale using that and then use DLSS quality in game.
There are tradeoffs for every option in this game imo, but this was the clearest. But I played at 1440p, DLDSR'd to 4K, and then DLSS quality in game.
looks like 1080p
dlss is such a saver. it really puts taa to shame
It kinda does, yeah. It isn't really praise for DLSS, it's more of an indictment of how fucking awful baseline TAA is if some AIslop algorithm can do a better job preserving clarity even when using fewer pixels.
TAA
the lower your resolution it is, the blurrier and uglier it'll look
Could it be that you are full of shit?
Here's a native 335p screenshot. It looks good. It would look perfectly fine on a 335p display. It wouldnt look good stretched out on a 4K display for obvious reasons.
is fine at 4k but it looks awful at 1080p
No reason it would be good at 4K and awful at some other arbitrary resolution. It's either good or it's not. (it's good)
What point are you making? DLSS looks better than TAA, so what if it uses negative lod bias and therefor looks better? It looks better, that's the point.
b-but it doesn't look b-better because of the upscaling it looks better because it has no lod bias!!!!
why would I care? I'm not personally invested in DLSS and what makes it look better, it looks better than TAA and thats all that matters, thats why I use it.
It's fake pixels, chud. I don't need that on my 560Ti, and it runs every game worth playing. :3
I really hope that DLSS just lets you internally go beyond your own resolution in the future to make all of this more convenient. Because I hate using DLDSR since it spoofs your actual resolution, which fucks with your windows.
Could it be that you are full of shit?
No, it could be that you have no idea how this shit works. TAA's issues becoming worse and wrose the lower your resolution is - this is a well documented issue.
retrieving detail that straight up is not there in the TAA image
that's what happens when you force lod bias into negative values. dlss does that automatically and is the main reason why tiny detail looks better in the distance.
2048x1152 -> 2560x1440
so it uses around -1.3 LOD bias. TAA with the same lod bias forced through profile inspector would look just the same, if not better. the only remaining thing would be to add a good and fast sharpening filter like CAS since all upscalers cheat using sharpeners to gain edge.
yep agreed
4chinz won't even let me post a screenshot at the resolutions I play at on my 5090.
DLSS doing it wouldn't be that beneficial, as the AI calculations won't brute force the resolution difference. A lot of games support higher render scales, though.
I have no idea if it would work, but it would be so kino to basically tell DLSS "upscale from 1080p to 4k" and just have that work.
Or I guess on a game to game basis, at least let resolution scalers work in combination with DLSS. Like RDR2 has a resolution scale setting, but the game won't let you use that and dlss at the same time for some reason
nice
TAA with the same lod bias forced through profile inspector would look just the same
If it were that easy the TAA debate would have been solved years ago, so clearly it isn't that simple.
Not even mods will fix TAA that's how shit it is.
PC brainlet here
I dont have a 4K or 2K monitor (still 165hz though) but I have a good PC and when I put everything on ultra, thebgsme seems blurry somehow. How can I play with 1080p and make the game look the best it can?
thebgsme
the game even
DLSS Performance is 1080p to 4k.
Why did TAA become the norm? I remember the era of downgraded games (Dark Souls 2, TW3, Metal Gear, Ubisoft games, etc) and they all looked gorgeous (the E3 trailers/versions) while not using TAA.
fsr4 and dlss4 only look better vs raw taa because they force sharpening in the upscaler pass. taa with sharpening looks better than upscaled reconstructed image.
Absolutely not the case anymore. FSR4 and DLSS4 look better vs raw TAA because they have better motion clarity than standard TAA.
I don't care if standard TAA looks better in still screenshots, TAA's worst problem has always been the fact it seems to drop an entire resolution tier whenever there's any motion. On my 4k display TAA looks great when I pause the game and prepare a screenshot, but it looks like 1440p when I grab a screenshot during combat or sprinting. The image degradation during motion is a real problem and big part of why TAA is despised.
Previous DLSS versions and FSR versions suffered from this motion degradation problem too, but FSR4 and DLSS4 have largely solved this. You will have better motion clarity when upscaling 1080p to 4k with FSR4 or DLSS4 than you would with native 4K TAA. Even in games where FSR4/DLSS4 have other issues, this motion clarity advantage makes them the obvious choice.
If you don't trust pic related then look at actual tech outlets testing this: youtu.be
pc gamers spending $3000 on their "rig" only to play it on a display that's 20 years old.
TAA looks great when I pause the game and prepare a screenshot, but it looks like 1440p when I grab a screenshot during combat or sprinting
God I can't imagine how bad it must look while moving considering that any ss of TAA looks like total shit.
Option A
If you have a beefy GPU then use the in game resolution scale setting and crank it as high as your gpu will allow it while running at 60fps. This should be the first thing you try
Option B
Use DLDSR to spoof a higher resolution 1440p/4k
Option C
Same as option B but use DLSS 4 in combination with that. This is preferable to option B, however TAA at 4k really isn't too bad, so I wouldn't say DLSS is a must. And anything faster than a 3070 will run the game at 4k native 60fps
Option D
Just use DLSS 4 at 1080p, or rather force DLAA using DLSS4. It'll probably still be blurry though so the other options are preferable
A few years old, not 20 years. 165hz monitor and my TV is 144hz, if you must know.
also listen to this anon stop being a retard and move on from 1080p, it's not going to get any better than it is now, in fact it'll only get worse. Move on from the resolution that was a standard fucking 18 years ago, it's dead, nobody should be using 1080p anymore.
modern ai zoomie faggot graphics
Thanks my dudes. Yes, I've been looking into a 4K OLED monitor and getting an ASUS ROG Swift in one week and a half. I have two TVs that are OLED already so that's the way to go
Why did TAA become the norm?
1. Visual assets gradually increased in fidelity so much that there's a lot more going on in each pixel now than before, which means there's a lot more potential for aliasing and shimmering and visual eyesores.
2. Games switched to deferred rendering (in the pursuit of more complex graphics) and this made some previously effective antialiasing methods (such as MSAA) no longer viable, usually due to a combination of not being fully compatible with the renderer or their performance costs being unreasonably high.
3. For a long time people complained about having to halve their FPS just to get good antialiasing. MSAA and SSAA are great but multisampling rapes your GPU.
Enter TAA. Theoretically solves all types of aliasing and image instability in deferred rendering. Barely has a performance cost. Mutltisamples over time which means it doesn't rape your GPU, it just uses info from past frames. Works on all machines.
But the monkey's paw curled and we (or rather the gamedev industry) failed to recognize it would come with a metric fuckton of other issues such as noticeably softer presentation, a lot more room for error when devs fail to tune it correctly, wildly different results depending on your resolution, ghosting, and a tangible loss of clarity during motion. And maybe the worst part is how developers started only designing a game with TAA in mind, so they started cutting corners and skipping some quality assurance steps in the hope that TAA will just hide it - this is why newer games can look extremely ugly without TAA, the game depends on it to hide its corner-cutting.
most blatant case of a motion adaptive sharpening filter being used in DLSS4 case. it also looks like someone applied a photoshop filter all over it so it looks like no clarity is lost to the untrained eye.
r&d basically went into detecting when the player goes into motion so it can counter the blur with an oily clarity filter.
Is there a reason they can't create like TAA+ mode that DOES cost performance and does look better? Not like MSAA/SSAA levels of rape, but say at a 10% performance cost you can run TAA+ which will make it sharper in motion
oily clarity filter
That goes in the top 3 most retarded word salads I've read this year (so far).
SSAA (rendering the entire scene at a higher res and downscaling) is hella expensive
MSAA/FSAA is nearly as expensive and doesn't work for shit for anything transparent or deferred rendering
FXAA comes out as a performant post-processing AA, but is very blurry and sucks dick
various similar post-processing edge blurs cycle around
SMAA looks better, but runs on the CPU (no-go for consoles) and has bad shimmering issues
TAA fixes a lot of issues with post-processing AA but also introduces its own issues
{You are here}
new paradigm appears (it still sucks)
taa is good bruh ong fr
That's essentially what DLAA is.
It's where the DLSS was derived from.
In short, the RTX cards fake higher res, using the same upscaler magic people nowadays use to run vidya at lower res "but better", which is then downscaled to the native resolution.
Usually, TAA is paired with both DLAA and DLSS because of its multisampling-like effect and capability of masking the noise and other artifacts modern down-sampled effects and scalers cause.
TAA is still far from being some sort of a savior of game graphics. It's just a "good enough" bandaid solution, that has become a crutch for modern, incompetent (UE5) zoomer game devs.
FYI: MSAA can be made to work with modern graphics, and its alpha-to-coverage capabilities can also smooth out the nowadays dithery mess transparent elements (ie hair).
The next best post-processing solutions would be good old SMAA (essentially Cryteks sharper FXAA capable of sub-pixel accuracy) and CMAA (Intel's spin on similar tech). Both can be injected using SweetFX.
Sucks theyd downgraded this perfectly good beautiful game in updates over the years.
you know jensen is the one who made hlsl right? the very same thing he uses now to make dlss look better through filters that could be applied to any image and any antialiasing solution. i hope this isnt a word salad for your retarded n brain.
That's essentially what DLAA is.
a problem I have with DLAA is that the image is too soft. It's extremely stable, great detail retrieval but still too soft.
Threat Interactive screenshot and talking point
Oh, you're a rabid contrarian who thrives on just shitting on everything. Why didn't you just say so immediately?
MSAA/FSAA is nearly as expensive and doesn't work for shit for anything transparent or deferred rendering
Many false statements here.
For starters, FSAA = SSAA. Literally.
MSAA only upscales polygonal edges, saving TONS of performance right there. But with the higher screen resolutiosn and overblown polycounts on models, it has become more demanding.
The Deferred rendering limitation WAS a thing... when the average gamer had DirectX9 Windows XP hardware, that is.
Last: MSAA's alpha 2 coverage is fucking amazing when used right.
Hello Kevin!
they use some autistic rendering tech that skips every second pixel because muh base ps4 (btw has nothing todo with taa but disable it too)
increase the internal rendering res. to 200 percent to have a clean 1080p image.
my resolution is 1080p
You can try get around the TAA blurriness with positive Resolution Scale. 1080p with 1.5 RS means the game is rendered at 1440p and downscaled to 1080. Needless to say this requires some extra GPU power as your FPS will inevitably suffer, but step zero should be everybody who bought RDR2 to optimize the visual settings using some of these easily found tweaking or performance guides. A few settings contribute little visually but they're certified performance hogs, and if you have multiple of them maxed out it could drastically lower your performance at sensitive in-game locations. So in short, make sure you're using optimized setting first then give Resolution Scale a shot and see how the game runs.
game is rendered at 1440p and downscaled to 1080. Needless to say this requires some extra GPU power
...which, if you're desperate, you can compensate by using Upscalers ON said 1440p render res. It's like a poorman's DLAA that way.
Did RDR2 add forced TAA? The EMPRESS version didn't have that and looked good with MSAA
It's not forced, but the game was visibly designed with it in mind and alternate methods produce a more visually unstable image, even MSAA.
Nope, but many effects clearly rely on it.
Can't we make a reshade filter that detects just the dithered parts and smooths them?
It's TAA. The most cancerous type of AA.
Holy shit bro that DLDSR was an absolute gamechange, thanks again
hopefully rockstar has heard all the complaints about how blurry rdr2 looks and will not do that with gta 6
have u seen how gta6 looks? lmao
You mean the official bullshots, or...?
theres both
RDR2 has some of the softest TAA ever implemented into a game and there are mods to improve it. Pic is using one random improved TAA mod.
Also
1080p
Which is never a winning move for most post process AA methods and especially not TAA.
no 'theres' not
pic
looks like a still image, completely uninteresting. TAA even at lower resolution looksgood when you are completely still, any movement however and the image quality gets raped
sure does
vanilla taa this time
run RDR1 at 4K native
everything looks clean, crisp, clear and well defined
We need to go back.