Fully dynamic interactive environments are liberating. Pursuing them in is the right thing to do.
> Fully dynamic interactive environments are liberating. Pursuing them in is the right thing to do.
great video from digital foundry that goes into that (for doom: the dark ages)I mean, look at Uncharted, Tomb Raider, Spider-Man, God of War, TLOU, HZD, Ghost of Tsushima, Control, Assassins Creed, Jedi Fallen Order / Survivor. Many of those games were not made in Unreal, but they're all stylistically well suited to what Unreal is doing.
Your other options for AA are
* Supersampling. Rendering the game at a higher resolution than the display and downscaling it. This is incredibly expensive.
* MSAA. This samples ~~vertices~~surfaces more than once per pixel, smoothing over jaggies. This worked really well back before we started covering every surface with pixel shaders. Nowadays it just makes pushing triangles more expensive with very little visual benefit, because the pixel shaders are still done at 1x scale and thus still aliased.
* Post-process AA (FXAA,SMAA, etc). These are a post-process shader applied to the whole screen after the scene has been fully rendered. They often just use a cheap edge detection algorithm and try to blur them. I've never seen one that was actually effective at producing a clean image, as they rarely catch all the edges and do almost nothing to alleviate shimmering.
I've seen a lot of "tech" YouTubers try to claim TAA is a product of lazy developers, but not one of them has been able to demonstrate a viable alternative antialiasing solution that solves the same problem set with the same or better performance. Meanwhile TAA and its various derivatives like DLAA have only gotten better in the last 5 years, alleviating many of the problems TAA became notorious for in the latter '10s.
It's more similar to supersampling, but without the higher pixel shader cost (the pixel shader still only runs once per "display pixel", not once per "sample" like in supersampling).
A pixel shader's output is written to multiple (typically 2, 4 or 8) samples, with a coverage mask deciding which samples are written (this coverage mask is all 1s inside a triangle and a combo of 1s and 0s along triangle edges). After rendering to the MSAA render target is complete, an MSAA resolve operation is performed which merges samples into pixels (and this gives you the smoothed triangle edges).
The games industry has spent the last decade adopting techniques that misleadingly inflate the simple, easily-quantified metrics of FPS and resolution, by sacrificing quality in ways that are harder to quantify. Until you have good metrics for quantifying the motion artifacts and blurring introduced by post-processing AA, upscaling, and temporal AA or frame generation, it's dishonest to claim that those techniques solve the same problem with better performance. They're giving you a worse image, and pointing to the FPS numbers as evidence that they're adequate is focusing on entirely the wrong side of the problem.
That's not to say those techniques aren't sometimes the best available tradeoff, but it's wrong to straight-up ignore the downsides because they're hard to measure.
In the past, MSAA worked reasonably well, but it was relatively expensive, doesn't apply to all forms of high frequency aliasing, and it doesn't work anymore with the modern rendering paradigm anyway.
"Bloated" might be the wrong word to describe it, but there's some reason to believe that the dominance of Unreal is holding performance back. I've seen several discussions about Unreal's default rendering pipeline being optimized for dynamic realtime photorealistic-ish lighting with complex moving scenes, since that's much of what Epic needs for Fortnite. But most games are not that and don't make remotely effective use of the compute available to them because Unreal hasn't been designed around those goals.
TAA (temporal anti-aliasing) is an example of the kind of postprocessing effect that gamedevs are relying on to recover performance lost in unoptimized rendering pipelines, at the cost of introducing ghosting and loss of visual fidelity.