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by ktstephano 1181 days ago
Yeah most of that comes from the current implementation of basic transparency which just uses a sort of punch through method without any smoothing. Even though it's basic it allows for surfaces to be blended together in a deferred pipeline (Intel Sponza has a surprising amount of this) but it adds to the dithered look you mentioned. In future versions I'm going to remove it in favor of true order independent transparency. And you're right that it does add to visual instability with its current form. I think there are a few things I can do to help it before just switching over to order independent so I'll mess around with that.

Right now it's using fast-approximate anti aliasing for its AA method but overall even though it's better than nothing it's definitely not good enough especially in motion. I'm going to keep FXAA as a togglable option but I want to add in TAA/TSSAA which look like they handle AA in motion much better.