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Improved TAA with Velocity Buffer #1213

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reworked #501 (which is reworked vircadia/vircadia-native-core#576, which is reworked yozlet/interface@master...Zvork:velgbuf) (by me)

I think I've fixed the jittering issues that were blocking the last iteration of this PR, hopefully it looks ok in VR too.

@HifiExperiments HifiExperiments added needs CR This pull request needs to be code reviewed needs QA This pull request needs to be tested NLnet labels Oct 30, 2024
@@ -299,7 +299,7 @@ public slots:
Setting::Handle<bool> _bloomEnabledSetting { "bloomEnabled", true };
Setting::Handle<bool> _ambientOcclusionEnabledSetting { "ambientOcclusionEnabled", true };
Setting::Handle<bool> _proceduralMaterialsEnabledSetting { "proceduralMaterialsEnabled", true };
Setting::Handle<int> _antialiasingModeSetting { "antialiasingMode", AntialiasingConfig::Mode::NONE };
Setting::Handle<int> _antialiasingModeSetting { "antialiasingMode", (int)AntialiasingSetupConfig::Mode::NONE };
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  • I think fresh installations are still defaulting to AA off here, but if we're happy with TAA maybe we should set it to the default?

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I think so too.

@ksuprynowicz
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I tested it in VR on PSVR2 on Windows and desktop mode on Linux, and it works perfectly. None of the artifacts happening before were showing up now.

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Would there be a way to make it a bit less blurry or add blur/sharpness adjustment, even as a tradeoff for small amount of aliasing?

@HifiExperiments
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if you run luci and open the “Antialiasing” section, there are various parameters that control it. these values aren’t settings-backed, but we could either:

  1. decide on new defaults (Julian came up with these defaults on the original PR, but maybe they should be different now with all of the changes)
  2. expose the settings in the Graphics options and make them persistent

@ksuprynowicz
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I did side-by-side comparison of the old and new TAA and new one is actually really good. I'm not sure why it was blurry on the previous run. I think current settings are really good, and once review is ready we can merge it.
Here's a side-by-side comparison of old and new version:
image

@ksuprynowicz
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Here's a closeup - it's a massive improvement:
image

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It looks like it switches between sharp and blurry in the mirrors, and seems much blurrier in VR than in desktop mode

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Mirrors seem to switch between sharp and blurry, depending on where I look:
Sharp:
overte-snap-by-X74hc595-on-2024-11-01_12-34-30

Blurry:
overte-snap-by-X74hc595-on-2024-11-01_12-34-23

@ksuprynowicz
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The mirrors are blurrier than the rest of the environment in VR.
Here's side by side comparison with TAA enabled and disabled:
image

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TAA also seems much sharper on desktop than in VR:
image

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Another example:
overte-snap-by-X74hc595-on-2024-11-01_13-36-36

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I also seem to remember that original TAA PR in Vircadia was as sharp in VR as in Desktop, so I'm wondering if there may be some regression there.

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Maybe VR mode contains some extra blurring pass?
I noticed that transparent objects are not antialiased at all in Desktop mode (which is fine if it's a tradeoff for amazingly sharp TAA). In VR they are blurred:
image

@ksuprynowicz
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Shadows on TAA PR seem to glitch in mirrors:
https://oaktown.pl/images/overte-snap-by-X74hc595-on-2024-11-01_14-37-29.gif

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