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I focus on the playability and addictiveness of the game; you focus on the immersiveness and photo-realism of the experience.
That does not make either of us right or wrong, we’re just weighing different aspects differently.
No, I don’t focus on realism over the playability of the game. The last “photorealistic” game I played was Ready or Not. But I have recently been enjoying Vintage Story, The Legend of Dragoon, Koudelka, and other games with “bad” graphics. Aside from Vintage Story, it should be noted that these other games were considered “cutting edge” graphics for their time, but they are by no means photorealistic.
My issue is that TAA (among other things such as UE5s Nanite and Lumen tech when incorrectly used) typically ruins games it is used in, both from an image quality perspective and a performance perspective. I wish that developers would stop using the default or current implementations of TAA so that better, more performant algorithms that don’t have the downside of smearing and has the upside of being faster can naturally emerge. Really, these are mostly problems that have already been solved but are ignored because big game studios operate via “Checkbox Development.” Rather than spending the time and money to implement these better solutions, they instead just check the default box for the default effect because it is faster and costs them less money.