New transparency method cause visual issues, mainly with Temporal AA solutions.

vaycks

New member
The new dithered transparency is causing a lot of visual issues with the any form of Temporal AA (FSR or DLSS). Those issues where not present before the changes and are still not present on transparency that does not use any dithering effect.

Issues are mainly with temporal stability like ghosting, but also a grainy look that is very unpleasant.

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The game was better looking before those change. I get it's probably done for optimization reasons, so if a revert is not possible, an option would be greatly appreciated if it's possible!
 
This dithering/noise is used for most transparency now I noticed, even the logo fading on the into title screen uses it. My personal taste is that it doesn't look very good even when using FSR with no TAA or Stretched rendering, but personal taste aside it creates a ton of artifacting with FSR 2 and DLSS. It's to the point that it's almost impossible for me to use those settings for better performance because the visual artifacts give me a headache. Similar dithering/noise is used for ambient occlusion and I'm not sure if it was present before the Old Gods update, but it has similar artifacting issues
 
I've done some testing and before any patches, DLSS Preset M can make the ghosting way less noticeable, the objects stay grainy tho
 
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