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Vortex Engine v3.4.13 — Clean edges with TAA
Vortex Engine v3.4.13 — Clean edges with TAA
Temporal anti-aliasing now does what its name says. Until now it only steadied the picture; edges still stair-stepped.
- Sub-pixel jitter: with Temporal AA on, the scene is drawn up to half a pixel off its centre, a new offset every frame over a cycle of eight. The resolve gathers those samples, so edges, thin palm fronds, lianas and grass blades come out smooth.
- A still camera stays crisp. This frame's colour is rebuilt at the pixel centre from its neighbours, weighted by where each sample really sits. The history is never resampled while nothing moves.
- Particles and decals follow the same offset, so they stay glued to the surfaces they sit on.
- Metal and Vulkan. DirectX 12 has no TAA pass yet and keeps FXAA.
VORTEX_NO_TAA_JITTER=1restores the previous TAA for comparisons.