1、Previous generation World War ZWe used fixed-height dynamic resolution on consolesTAA as an antialiasing solution without upscaling on consolesFXAA for low-preset settings on PCRender resolutionTarget FPSXbox One/PS4960 x1080 1920 x108030Xbox One X2880 x2160 3840 x216030PS4 Pro1920 x1080 3200 x18003
2、0Much later we integrated FSR2 in the end of the frame,and it was a starting point of our AA/upscale journey on newer generation PlatformsWe use much more temporal techniques on different platforms now:FSR2FSR3FSR4XESS*DLSSMFSRTAA+FSR1PCAMD RDNA4NVIDIA 2000+seriesXBOX SERIES X/SPS5PS5 PROSteam DeckT
3、AA+FSR1 is intended as a cheap fallback solution.In practice,TAA is mostly used as an auxiliary temporal pass for several resources like circle of confusion,bloom mask,etc.*XeSS is only in RoadCraft for now Why we dont use FXAATAAResolution presetsConsolesXeSSRender resolutionTarget resolutionTarget
4、 FPSXbox Series X/PS5 Quality mode1080p 1440p2160p30Xbox Series X/PS5 Perfmode720p 1440p2160p60Xbox Series S720p 1080p1440p30PS5 Pro Quality mode 1080p 2160p2160p30PS5 Pro Perfmode1080p 1440p2160p60ModeResolution ScaleNative1Quality1.5Balanced1.7Performance 2Ultra performance3PCModeResolution ScaleA
5、A1Ultra quality1.5Quality1.7Balanced 2Ultra performance3Temporal AA/Upscale in rendering pipelineWe tried to place it after post-proc like in WWZ,but rejected itSceneTAA/UpscalePost-ProcessingUIPros:We win some performance in post-processing depending on resolution scaleCons:Post-processing effects
6、such as motion blur,depth of field,bloom,barrel distortion change or distort color buffer,so we get ghosting due to mismatch between color and corresponding depth/velocity values.Some color details are lost+potential artifacts due to nonlinear LDR inputFSR before post-processingFSR after post-proces