Shadows are very dithered, noisy
Kenst1092 opened this issue ยท 4 comments
I have Solas Shaders running on Ultra preset, except I turned TAA off and kept FXAA on. The reason why I turned TAA off is because TAA is well-known for degrading image quality through inducing blurriness (especially in motion), normal mapping degradation, and ghosting.
However, all shadows are now dithered, noisy, grainy, not sure what the proper definition is. See screenshots for what I mean. I am wondering if this is more of a GPU/driver issue than shader settings. I've tried to alleviate the issue by turning image sharpening off.
Let me know if you need any more information to get to the bottom of this. I would prefer to keep TAA off to avoid ghosting as much as possible.
Specs:
- Windows 11 IoT Enterprise LTSC 24H2 build 26100.1591
- 32 GB DDR4-3600 RAM
- Sapphire Radeon RX 6800 XT (AMD Adrenalin version 24.8.1, latest as of this post)
- Ryzen 7 5800X3D
Minecraft details:
- Minecraft running in GraalVM 22, fullscreen, 2560x1440
- Iris 1.8.0-beta3
- Sodium 0.6.0-beta.1
- Lithium 0.13.0
- Indium 1.0.35
turns off TAA
"why is everything noisy"lol
I think it's problematic that developers today are relying on an antialiasing method that reduces image quality significantly in comparison to other AA methods that aren't as destructive. TAA is present in every modern game, and they make those games very blurry. Depending on implementation, ghosting can be very apparent, image quality further reduces when there's lots of motion ongoing. On my setup, ghosting was very present when walking around lighter textures, such as snow, and the image was unpleasant to see as a result. See video below.
Moreover, I am asking for assistance from someone who is more knowledgeable in the intrinsics of computer graphics, that does not involve the usage of Temporal Anti-Aliasing. FXAA works well enough in making sure shape edges aren't jagged, however, does not work for dithered shadows.
Do not compare other games with Minecraft. It's hard to implement other/better AA methods in a Minecraft shader. You know, there's a reason why pretty much all shaderpacks rely on TAA and FXAA