Optimized 8K Neighborhood using TSS
Автор: Nathan Franck - Game Dev
Загружено: 2017-05-29
Просмотров: 1516
Select 4k quality for best bitrate. Footage is downsampled to 1080p.
Forum discussion: https://forum.unity3d.com/threads/tem...
In this demo the scene is being rendered at 1080p and accumulated over 16 frames into an 8k accumulation buffer. The final output is downsampled to 1080p for a 16x looking AA effect. Downsampling a supersampled image is much more effective than traditional MSAA at smoothing out jaggies and subpixel detail, since it works on cutout shaders [foliage and grass] as well as edges, and also smooths over very bumpy shiny PBR surfaces for less aliased sparkling. TSS is better than TAA at reducing artifacts, since I can operate in the higher resolution accumulation space to minimize temporal flickering and unecessary blurring. The resulting image is much cleaner and sharper than TAA.
There's some artifacts associated with any temporal screenspace effect - Doesn't play as nice with transparent effects that don't write to depth buffer [see sprinkler], can show streaks behind motion [see fence], but I think the gains are worth it.
Temporal Supersampling is new to games, first introduced by Rainbow Six Seige and popularized by the PS4 pro under the name of 4k 'checkerboarding'. TSS allows for high resolution scenes to be rendered using a smaller render buffer. During each frame the scene is rendered in a low resolution with a jittered offset frustum to fill a different set of pixels in the high res accumulation buffer. The accumulation buffer samples a temporally distorted version of the previous buffer for pixels that aren't updated that frame.
Model: Suburb Neighborhood House Pack by Finward Studios - https://www.assetstore.unity3d.com/en...
Music: Breath - Space Classic
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