I would @ them in a heartbeat (I wish I knew who). Remember they’re paid to make UE5 better. We’re not Engine Devs(or at least most of us), they are.
They already have the extremely complex algorithms for Lumen and Nanite in their head. Simply hearing an idea can spark a new idea in a programmer(I know, I am one, just not very advanced). If we present an idea that sounds to crazy good to implement to us. They might have enough knowledge about the code’s architecture to say "Yeah, I know where I would need to start on that in the code.
Developers like us are their customers and you can never have enough innovation when it comes to ideas and Coding. Because that is what coding is about.
TAA = everything is blurry—TSR 80% runs circles around TAA and gives extra Performance
My response, my TAA hatred had begun (no hate toward you lol)
TAA and temporal solutions aren’t just blurry though, It has immense ghosting/smearing as well, every iteration does, including DLSS.
Except one indie game called bright memory infinite. DLSS looks shockingly good in that game. Idk how but I wish every game with DLSS looked like that?
I thought I could fix TAAU in Tekken 8 with my “special tweaks for clarity”…no….all TAA is bad. That’s what the Tekken 8 demo showed me. In fact it convinced me to not build my game with Temporal filters in mind. I used Tekken 8 as a testing ground since its very fast paced like my game. As for Lumens artifacts. I’m just going to have to find a way to reduce that. Its sharper than TAA blur. FXAA does the trick. Might have to hire someone to put in SMAA.
Native resolution is already dead, consoles wanting to output 4k and DLSS2 proving upscaling can look good enough killed native. The industry is moving on, sorry.
Response to ZacD, Everyone can take a look
With DLSS2 implementations like in Bright memory infinite. I could finally understand the DLSS crave going on but that is the only game where upscaling doesn’t make the final image look like smeary paint.
Consoles are for causals. We can put any tricks we want on those. People buy consoles because they don’t care. PC gamers build PC’s because they notice all the crap in console ports. But PC gaming is turning into crap with all this forced upscaling and TAA.
I intend to break this industry of this idiotic TAA trend. I’m going to build a game that looks so much better than the crap being pumped out today. It going to require money, which pay the required innovations. It’s the modern day devs that have failed and cheated this industry.
Its that weird race for “better graphics” while the hardware isn’t ready for it yet.
Hardware is ready for it, but people aren't being paid to be innovative anymore
30 series and competitor equivalents are ready at their recommended resolutions. We’ve had insane, dynamic graphics without procedural GI or tools like nanite that were optimized in pre-dlss-day games.
I treat the PS5 and Series X like current gen desktop 3060 Ti. That Ti power is just for the “4k” upscaling solution that Sony and Microsoft require from my studio. I’m going to be brutally honest with gamers when it comes to the console port.
What this industry needs is more money being spent on the right things and right research.