I'll leave this here for those who want to tweak the TAA settings in visualsettings.dat to their taste, but don't know what the values do.
First, you need to keep the game's frame rate in mind because TAA intensity is tied to it. RDR2's TAA was made with the console's 30 FPS (33,3ms) target in mind, that is why the game is blurrier at 60 FPS (16,6 ms) than at 30, the higher your framerate (lower frametime), the blurrier it gets, and vice versa. Ideally, you want to have a locked frame rate without many fluctuations so that your values look good at all times.
These are the default TAA values and what they do:
temporalaa.convergenceTime 0.15
TAA strength when the camera is static. Lower values result in a sharper image.
temporalaa.responsiveConvergenceTime 0.1
TAA strength when movingthecamera. Lower values result in a sharper image.
temporalaa.convergenceTimeFar 1.0
TAA strength in distant terrains like trees, mountains and clouds. Lower values make distance sharper.
temporalaa.convergenceTimeForwardSpeedMax 0.1
I'm not sure what this does, but it appears to help fine-tune taa.convergenceTimeForward . Lower values make the image sharper in motion.
temporalaa.convergenceTimeForward 0.2
TAA strength in motion (when moving the character/horse). This is the source of the blur visible on the grass in motion. Lower values make the image sharper in motion but will result in shimmering if set too low.
A final note on MSAA. This option is not meant to be used standalone but rather in conjunction with TAA. By enabling it, Alpha To Coverageseems to be activated, cleaning up most if not all of the checkerboard artifacts you see on hair and trees at the cost of a lot of performance. So if you want to achieve the best possible image quality, enable MSAA.
Thank you for posting this, very detailed. Oh btw, you can also include some "camera moving" screenshots to showcase your settings on when camera is moving and when camera stops(TAA need some times to restore grass and other stuff from blur to crispy when camera stops, and the default settings as awful).
I didn't include moving screenshots because they're a PITA to capture like for like and I didn't feel bothered to do it. If you can/want, fell free to capture them and I'll add it to the image section.
So, let me get this straight. For example, to adapt these settings to a fixed 75Hz display. I'll calculate for the temporalaa.convergenceTime value :
| TAA Value | Framerate
Values for 30 FPS (Default) | 0.5 | 30 Values for 75 FPS (Aimed) |?? | 75
So : 0.5 × 75 / 30 for an adapted value of 1.25 Exact?Of course, this would just be to adapt the Rockstar default ideal settings, and not your or settings tinker preferred settings, this is to be played with as suggested.
Yes and no. The logic is correct, but if you use the framerate number you will end up with a higher value (blurrier image), and in the case of your example, exceed the maximum allowed value, which is 1.0.
You need to use the frame time value (ms) to calculate it. For 75Hz that would be 1000/75= 13,3 ms and for 30Hz that would be 1000/30= 33,3 ms.
So:0.5 × 13,3 / 33,3 for an adapted value of approximately 0,2.
That would give you roughly the same "look" as the default TAA at 30 FPS, *but only if the framerate is locked at a stable 75 FPS, as fluctuations will otherwise affect the values.
Which parameter is responsible for camera blur when the camera rotates smoothly?I play at about 50 fps, 2k with 1.5 scaling + nvidea filter I saw such settings, what do they do?have you tried changing this?// motion blur for third person viewmotionblur.MBTargetMinSpeed 0.1motionblur.MBTargetMaxSpeed 10.0motionblur.MBLowSpeedScale 1.75motionblur.MBHighSpeedScale 1.5motionblur.MBCameraRotMinSpeed 0.0motionblur.MBCameraRotMaxSpeed 5.0motionblur.MBLowCameraRotSpeedScale 1.0motionblur.MBHighCameraRotSpeedScale 1.5defaultmotionblur.enabled 0defaultmotionblur.strength 0.1defaultmotionblur.fpv.enabled 1defaultmotionblur.fpv.strength 0.1
since it's a visualsettings.dat, I only copied over the TAA setting section into my personal visualsettings.dat and OH MY DAYS it is crispy chrysanthemum. Thank you OP. The game has never looked with such visual clarity for me before. (TAA Balanced / 60FPS)
Hey - great changes to the TAA. By any chance, could you tell me which one of the values is responsible for producing the shimmering around the trees? Or is it from the changes collectively? I merged it with the Van Der Linde's Vision visualsettings.dat and It looks great, it's just the shimmering that slightly icks at me. Thanks!
Hi, i really like this mod but im paranoid if it might trigger the known spawn bug, Is it safe to say it wont happen with just this mod installed? (And stutter fix)
this mod is awesome, with the balanced one on 1080p and taa on high with default sharpen it looks really sharp, i heard people say high is really soft but really with medium the sharpening looks weird and leaves trails on everything, use medium for no sharpen use high for sharpening
You can't really have both with this game, unless you're running at really high resolutions. Otherwise you'll be either getting some flicker or blur, depending on your settings. It's a trade off.
167 comments
First, you need to keep the game's frame rate in mind because TAA intensity is tied to it. RDR2's TAA was made with the console's 30 FPS (33,3ms) target in mind, that is why the game is blurrier at 60 FPS (16,6 ms) than at 30, the higher your framerate (lower frametime), the blurrier it gets, and vice versa. Ideally, you want to have a locked frame rate without many fluctuations so that your values look good at all times.
These are the default TAA values and what they do:
- temporalaa.convergenceTime 0.15
TAA strength when the camera is static. Lower values result in a sharper image.
- temporalaa.responsiveConvergenceTime 0.1
TAA strength when moving the camera. Lower values result in a sharper image.
- temporalaa.convergenceTimeFar 1.0
TAA strength in distant terrains like trees, mountains and clouds. Lower values make distance sharper.
- temporalaa.convergenceTimeForwardSpeedMax 0.1
I'm not sure what this does, but it appears to help fine-tune taa.convergenceTimeForward . Lower values make the image sharper in motion.
- temporalaa.convergenceTimeForward 0.2
TAA strength in motion (when moving the character/horse). This is the source of the blur visible on the grass in motion. Lower values make the image sharper in motion but will result in shimmering if set too low.A final note on MSAA. This option is not meant to be used standalone but rather in conjunction with TAA. By enabling it, Alpha To Coverage seems to be activated, cleaning up most if not all of the checkerboard artifacts you see on hair and trees at the cost of a lot of performance. So if you want to achieve the best possible image quality, enable MSAA.
That's it.
I'll calculate for the temporalaa.convergenceTime value :
Exact?Of course, this would just be to adapt the Rockstar default ideal settings, and not your or settings tinker preferred settings, this is to be played with as suggested.
You need to use the frame time value (ms) to calculate it. For 75Hz that would be 1000/75= 13,3 ms and for 30Hz that would be 1000/30= 33,3 ms.
So: 0.5 × 13,3 / 33,3 for an adapted value of approximately 0,2.
That would give you roughly the same "look" as the default TAA at 30 FPS, *but only if the framerate is locked at a stable 75 FPS, as fluctuations will otherwise affect the values.
I saw such settings, what do they do?have you tried changing this?// motion blur for third person viewmotionblur.MBTargetMinSpeed 0.1motionblur.MBTargetMaxSpeed 10.0motionblur.MBLowSpeedScale 1.75motionblur.MBHighSpeedScale 1.5motionblur.MBCameraRotMinSpeed 0.0motionblur.MBCameraRotMaxSpeed 5.0motionblur.MBLowCameraRotSpeedScale 1.0motionblur.MBHighCameraRotSpeedScale 1.5defaultmotionblur.enabled 0defaultmotionblur.strength 0.1defaultmotionblur.fpv.enabled 1defaultmotionblur.fpv.strength 0.1