Talk:Temporal anti-aliasing

Disputed
Erroneous definition, incorrect stated causes & solutions, inaccurate/irrelevant examples -- extremely misleading overall. I am submitting this dispute as a warning to readers. Graphics Guru (talk) 12:45, 13 December 2017 (UTC)
 * TXAA is the trade name of a specific implementation, not a generic name (think Kleenex vs. tissues)
 * throughout the article, temporal anti-aliasing is being confused with motion blur (which are absolutely not the same thing)
 * the article barely touches the real definition / substance of the term being defined

I agree. This article has little to do with what people call TAA today. The current contents of this article should be merged into Stroboscopic effect or Wagon-wheel effect if they're relevant in those articles, then this article should be rewritten from scratch to be more relevant. Jcj83429 (talk) 05:47, 23 June 2021 (UTC)

Untitled
This article could do with some images to explain what is going on. Additionally, the third sentence in the first paragraph is rather vague, as it compares two measurements of different units and does not supply a method for converting between the two (the unit of sampling rate is 1/time, unit of velocity is distance/time). — Preceding unsigned comment added by OpusGlass (talk • contribs) 03:14, 16 February 2013 (UTC)

Games
Games employ taa:
 * Halo reach,
 * Ryse: Son of Rome,
 * Assassin's Creed 4(Nvidia txaa),
 * Uncharted 4,
 * Tom Clancy's The Division,
 * Killzone Shadow Fall,
 * Call of Duty Black Ops III(smaa t2x),
 * Titanfall 2,
 * Project CARS,
 * Deus Ex: Mankind Divided,
 * Shadow of Tomb Raider,
 * Gears of War 4,
 * Resident Evil 7,
 * Fallout 4,
 * Quantum Break,
 * Mechwarrior 5 Mercenaries

--27.17.179.233 (talk) 13:00, 5 October 2016 (UTC)

Controversy
There are a large number of reports from all games which use TAA stating that it causes blury visuals especially while moving.

Recommend rewriting this article
The article makes poor attributions for Temporal Anti-Aliasing, and doesn't really discuss the technique in any technical detail.

Just as an example that's not oft-discussed, Temporal Anti-Aliasing is one of the oldest, and likely the oldest effectively used Anti-Aliasing techniques in computer graphics due to memory limitations at the time of it's creation making naive approaches such as raw Supersample Anti-Aliasing infeasible.

I personally have not been able to track down the exact source of the technique, but it's been in use in computer graphics since at least the mid 1980s going by Computer Graphics Principles and Practice, 2nd Edition. Possibly even slightly earlier into the late 70s if discussions with older colleagues who knew Andy van Dam and Randy Pausch are to be believed.

I would begin by referencing CGPP 2nd edition first (the third edition changed a dramatic amount of content), then moving forward from there. This process may also require some updating of the head Anti-Aliasing article. Tmlaw01 (talk) 14:51, 18 October 2023 (UTC)


 * I'd recommend reverting the article to the diff prior to this edit. There's other information which was poorly cited but otherwise correct in even earlier articles which could be referenced in the draft of a new article. The linked edit completely destroyed any semblance of an attempted explanation and has instead replaced it almost entirely with conjecture, opinion, and rants. Tmlaw01 (talk) 15:11, 18 October 2023 (UTC)