Super Duper Vanilla Shaders

Super Duper Vanilla Shaders

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[Suggestion] TAA overhaul

owosoup opened this issue · 6 comments

commented

TAA (and LiteTAA) have a lot of ghosting in their process.

Since some of the main effects of the shader (like SSGI or volumetric lighting) basically require AA to not look too pixelated/grainy, these effects demand TAA. But, with TAA, ghosting plagues the visuals, SSGI will have trails following particles that are illuminated for example. Plus, this shaders AA (FXAA or TAA) doesn't apply to moving things, it seems. That may be to save resources, but when you're running in 3rd person you can see it well. Motion blur is a quick fix for that, though.

I hope there could be a revision of TAA that would be more efficient or simply more prioritized, even at the cost of some performance. It's at the point where I use Replaymod's integrated AA instead of the shader's when rendering scenes (for myself).

[Alternative fixes]

  1. Allow external, driver-side antialiasing from the GPU software. (if that's possible)
  2. Implement a completely different method (MSAA?)
  3. (very criminal) steal some AA code from other shaders and implement it (if that's possible)
commented

Thank you, I admire your criticism. The project strives to excel at performance and replicate the visuals of popular Minecraft art styles and provide more customizations for the end user.

commented

MSAA is not possible with the shader loaders that Super Duper Vanilla uses (Optifine, Iris) as it requires modification outside the shader programs. I will however take note of the TAA issue we're having and the current implementation is indeed made for performance. I will see if I can implement better alternatives will little performance costs.

commented

I'm glad you're active on this project! The shader isn't entirely bad at all, just has some minor flaws. It's completely different from popular shaders and breaks the usual bounds with performance!

commented

I have another method suggestion: I noticed Magpie (the windows image upscaler) has an SMAA method. Since it can't modify anything from the game (it takes the windows and post-processes it), it should be a fairly straightforward AA technique to implement! It could be accompanied by a revised lite-TAA that focuses on the grainy/noisy effects of the shader while keeping fairly unnoticed ghosting, SMAA would AA edges of the image with aliasing left.
Screenshot with (magpie window-ripped) SMAA
Capture d'écran 2023-06-29 013504
Screenshot without AA:
Capture d'écran 2023-06-29 013529
Screenshot with shader TAA:
image

commented

This suggestion will not work for all users however. I thought your suggestion was about improving the current AA methods other than using 3rd party methods?

commented

Oh, no, no!
I thought that since this program uses SMAA, and does it well without interfering with the game, it could be a well-adapted method for the problem (that is, antialiasing is lacking a bit and could use a revision OR another method being implemented).
Just an alternative fix I thought could work if modifying what is already present (TAA, FXAA) isn't going well.

You told me MSAA (in contrast to SMAA) would need in-game modification of data that wouldn't be possible in Iris.
Since SMAA (demonstrated here by using Magpie) seems to work well just by image, I thought, It could be a good method to implement on Iris.

Sorry for the confusion!
Is SMAA proprietary, or something? If you can't implement it, it's fine! It was a pretty thoughtless idea for a quick fix.