@icedquinn from what i understand, the post processing and lighting don't update at a high enough rate so when things move quickly (the camera, objects, or lights changing), they leave trails. in order to make them update faster, though, it takes significantly more horsepower. that's why all this stuff has always been done in pre-renders instead of realtime. it looks great in slow scenes and still shots, but completely falls apart in fast shots. it's why i can't use raytracing in most games, the lighting is great but don't move your camera too fast i guess.
this happens with any temporal effect like TAA too, because the applied effect doesn't apply fast enough to the updated image.
so naturally the idea would just be to turn off AA but then it turns into a pixelated mess because the level of detail is so high that you NEED anti-aliasing to smooth it out. you can use FXAA but it's not that great at doing what it needs to and you still have things like the light flickering because that's all based on weird ephemeral temporal shit too.
modern rendering engines like this just suck ass. they are aiming for something so far in the future that is currently unattainable. these games might look passable in 20 years but for now, there is just way too much distracting shit going on in the image for me to say it looks good. games from 2013 look 100% better.
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