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File: hair.png (3.64 MB, 2929x1721)
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What are these weird grains on her hair called?
Jaggies?
I play at 4k and I get these crazy jaggies in every game whenever I turn off anti-aliasing
Anti-aliasing is actually good?
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>>727782578
nice internal resolution bro
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>>727782884
It's a cropped screenshot, dummy
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>>727782578
That's the problem with new rendering technology most games use. They're built around TAA else you get this shit and shimmering up the asse.
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>>727783004
This >>727782985
Has anti-aliasing set to maximum and I still see crazy jaggies on her hair.
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>>727782578
This is now a Forsaken Hollows thread.

How are we feeling about Balancers and Dreglord? I think they're both pretty fun
>>
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>>727782578
It's called "dithering" and it's a visual effect bug in most modern games due to how the dither effect is applied in hairs to simulate individual strands, there's no real fix to it other than trying out different antialiasing options to hide it or play in a higher resolution
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>>727783539
4k is already insanely taxing on my gpu though
You're telling me if I had a 1440p monitor and played in 4k the jaggies would be gone?
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>>727782578
It's called modern gaming. Decent looking hair is lost technology
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>>727783957
try using different AA techniques, but yeah, basically you need high resolution for it to not be as noticeable, japanese games are particularly getting pretty bad at using it for some reason
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>>727783539
they do it because the AI upscaling smears it all together
same reason 2d games used dithering 30+ years ago
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>>727782578
Resident Evil Remake Dandruff
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>>727782578
Modern games are built around and made with vaseline (TAA) in mind. Kind of silly they even allow you to disable it given the end result.
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>>727782578
It's not anti aliasing, not anymore.
TAA is a technique where you have the "accumulation buffer", and the current frame.
The idea is that every frame, you deform the accumulation buffer to look like the current frame and you combine both, so you can accumulate shit.
For example, on the hair, every frame, the hair will be made with a different noise pattern, and it will accumulate into "less bad looking hair".
TAA would be great if the step of "deform the accumulation frame to look like the current frame" was perfect, but that's literally impossible, so you end with smeary shit and ghosting.
DLSS make a better job at it, but it's a better job, not perfect.
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>>727782578
Modern games just look ugly as sin. Like, even simple transparency doesn't exist anymore. You just get dithered shit.



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