NVIDIA aims to remove TAA blurring and ghosting artifacts with adaptive ray tracing in games

At GDC 2019, NVIDIA will be hosting a session in which Adam Marrs, Senior Graphics Engineer at NVIDIA Corporation, will talk about how the green team aims to enhance/improve the most well know anti-aliasing solution to date, TAA, with real-time ray tracing.

According to the session description, NVIDIA will discuss a pragmatic approach to real-time supersampling that extends common temporal antialiasing techniques with adaptive ray tracing, and attendees will learn how to add next generation antialiasing to their game engine by improving TAA with adaptive real-time ray tracing.

It is said that the green team has integrated this adaptive ray tracing solution into Unreal Engine 4, and will demonstrate how it removes the blurring and ghosting artifacts associated with standard temporal antialiasing. In theory, this will allow developers to achieve quality approaching 16X supersampling, and will operate within a 16ms frame budget.

We’ve said it a million times that the blurring and ghosting artifacts are the worst side effects of TAA and, at least in our opinion, it is great that someone is actually trying to resolve these issues. Now I don’t know whether developers will even use adaptive ray tracing as NVIDIA’s latest GPUs are currently the only graphics cards that support real-time ray tracing but it’s at least an option now.

Realistically speaking, I don’t expect developers to be using adaptive ray tracing in order to enhance TAA in the foreseeable future. Still, it would have been great to see a game taking advantage of it in order to see for ourselves whether it’s worth using ray tracing in order to address all of TAA’s issues.

Kudos to our reader Metal Messiah for bringing this to our attention!

8 thoughts on “NVIDIA aims to remove TAA blurring and ghosting artifacts with adaptive ray tracing in games”

  1. better if they put shortcut to enable or disable raytracing in real time when needed or maybe hybrid solution by fps

  2. This ‘metal messiah’ member has been providing quite interesting news articles to dsog lately. let us see how this adaptive ray tracing solution works out tho. cheers.

  3. Sounds like Nvidia are starting to admit their implementation of DXR is not yet market ready with the 20 series as they struggle to find a workable use for it.

  4. Probably should have put ‘in modern games’, temporal AA solutions are the most used in modern games for sure.

  5. >”We’ve said it a million times that the blurring and ghosting artifacts are the worst side effects of TAA and, at least in our opinion, it is great that someone is actually trying to resolve these issues.”

    Everyone who has ever worked on TAA tried to resolve these issues. It’s just not a trivial problem. And 16 ms of post-processing time doesn’t sound good. This would guarantee a framerate under 60. So without drastically improved hardware this technique won’t be useful in games that are to be played rather than watched.

    1. It “operates within a 16ms frame budget.” It doesn’t take 16 ms by itself. Basically, they’re saying, “Yes, you can maintain 60 FPS with this approach.”

  6. This is something new. Good find.

    I just wonder how will NVIDIA improve on the current blurry issue which has been caused by DLSS, since they have a lot of work to do, depending on the game title. And on top of that. if they plan to use adaptive ray tracing to counter TAA, I would love to see some comparison screen shots as well.

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