Temporal Anti-Aliasing
Software concept
An anti-aliasing technique that uses undisclosed hardware-based anti-aliasing with selective filtering via shaders and cross-referencing earlier drawn frames.
14
games
1platform
Alternate names: TXAA, TAA
WIN 2015-02-10
WIN 2016-08-23
WIN 2013-06-20
WIN 2016-10-13
WIN 2015-11-10
WIN 2012-07-03
WIN 2014-05-27
WIN 2013-11-19
WIN 2013-11-05
WIN 2015-04-14
WIN 2014-11-18
WIN 2013-02-19
Causes about as much performance drop as 4x MSAA but performs better (according to examples provided) than 8x MSAA.
Requires at least GeForce 600 series GPU or better, making it NVidia specific AA method.
The X in the name does not seem to stand for anything and is a carryover from FXAA where it supposedly stood for "approximate" and thus was and still is mostly to make the AA abbreviation sound more marketable.
Designed as a complement to FXAA rather than replacement, with FXAA designed to sacrifice quality (of anti-aliasing) for performance, TXAA was designed to sacrifice performance for quality.
Requires at least GeForce 600 series GPU or better, making it NVidia specific AA method.
The X in the name does not seem to stand for anything and is a carryover from FXAA where it supposedly stood for "approximate" and thus was and still is mostly to make the AA abbreviation sound more marketable.
Designed as a complement to FXAA rather than replacement, with FXAA designed to sacrifice quality (of anti-aliasing) for performance, TXAA was designed to sacrifice performance for quality.
Popular tags
actionrpg directx11 frostbiteengine hbao hdrdisplay launcher mmog uplay x86 x86-64Parent group
Games by year
The first Temporal Anti-Aliasing video game was released on July 3, 2012.
Ubisoft and Electronic Arts published most of these games.
Related site
Platforms
Windows | 14 |
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