War Thunder – Dagor Engine 5.0 – TAA

Dagor Engine 5.0: Temporal Anti-Aliasing (Variance Clipping TAA)Dagor Engine 5.0: Temporal Anti-Aliasing (Variance Clipping TAA)

Very soon, we will be introducing a new render for War Thunder, and we would like to familiarize you with the changes that players can expect to see in update 1.77. Today we will talk about temporal anti-aliasing technology.

In the upcoming War Thunder 1.77 update, we are introducing a new version of the Dagor Engine graphics engine and we want to tell you about a few new opportunities this render provides. One of the innovations is a new anti-aliasing algorithm – temporal anti-aliasing (TAA). Anti-aliasing is used in computer games to neutralize the effect of pixelation at the edges of objects. We previously used FXAA (Fast approXimate Anti-Aliasing) and MSAA (Multisample Anti-Aliasing). FXAA and MSAA provide far more humble results in graphics quality, smoothing only the edges of polygons or the sharp borders of images with various algorithms.

TAA – temporal anti-aliasing – calculates a specific number of previously rendered frames, taking into account the position of pixels dynamically. Visually, the new anti-aliasing algorithm provides a sharper image and reduces “noise” on the edges of objects and blinking on shiny surfaces. Additionally, it not only successfully smooths edges and borders, but also adds details. It basically works by rendering the image at high resolution and then reducing it to the size of your screen.

Temporal anti-aliasing somewhat has an affect on frame rate, so we recommend you use the new anti-aliasing method on medium-high level graphic cards. By default, temporal anti-aliasing will be enabled for maximum graphics settings. For other graphics presets, the new anti-aliasing algorithm can be selected in the graphics settings in the form of two options: TAA and HQ TAA. These options differ in quality of dynamic objects.