Best posts made by Mad_Macallan
While I 100% agree with every sentiment shared in this thread, and absolutely appreciate Ubi-Mark's contribution, there's no way in hell they're going to allow you to disable TAA. Although Mark is just doing his job, and trust he passed the suggestion on to the team, I can promise you they just rolled their eyes and moved on to the next revenue generating project like DLC or a different game altogether. Let me tell you why.
As reinforced in that GDC (I love those videos) talk, anti-aliasing is based on budget requirements, and if the vast majority of gamers don't recognize this and/or care we've already lost this war. If the profit margins are going to increase drastically at the risk of [censored] off the minority, it's going to happen. It's happening. It always happens.
I watch my wife play modern games on her 1080p monitor with no attempt to disable TAA via options or config files and it doesn't even phase her, whereas to me it's literally unplayable. I'm also a Creative Director professionally so maybe I'm just a cranky artist that can't accept degradation in visual quality regardless of its impact on monetary requirements.
It's most likely that a lot of the developers aren't particularly happy seeing the ghosting and blur inherent in this garbage tech but it's rarely up to the dev/design lead to make the call when it comes to money. Unless of course, they suggest something that saves money then it's always welcome.
What you're effectively asking them to do is go back on a game released months ago and rework the tech. Think of it this way; TAA is a bandage on a wound that needs stitches. The second you rip that bandage off, you're going to see all sorts of anamolies and artifacts the devs know are hiding behind that vaseline filter. You'll get a million jaggies and flickering and strange lighting effects and whatever else TAA is hiding. Have you every tried to simply disable TAA in Outer Worlds without disabling bloom or depth of field or whatever else? It's a seizure-inducing light show. To date, they still have not offered the ability to disable TAA. That is a fantastic game and TAA almost ruined it, which brings me to my next point: let us tweak the ******* config files.
Not only can you tweak the config files in Outer Worlds, but thanks to the communities you can tweak it to the point that you can also fix almost all of the issues that come with ripping off that TAA bandage. Sure, you're going to add about 10 lines to the ini file, but when you're done, the game is crisp, beautiful, and shiny surfaces won't set your eyeballs on fire. That's not even an option in ACV. People have suggested two things that are relatively easy and imo, about 25% effective; use the Nvidia sharpen filter, or use a mod that applies reshade and some minor tweaks which is almost the same thing as using the Nvidia filter.
While I appreciate the effort, that's a hard pass from me. It introduces a certain graininess that the game was not, how do I say this... prepared for. The water looks like an ocean of pixels, hair is floating on heads, certain lighting feels broken. It might be slightly better than TAA but it's definitely not the equivalent of simply disabling AA altogether. It's lipstick on a pig, is what I'm saying.
In summation, none of the "solutions" are good ones, we can't tweak the config files in an effective way, fixing TAA for the minority that owns the game is not profitable and a bigger undertaking than a menu toggle. As someone mentioned at least once in this thread, I've also never seen a dev team approach a TAA title and say "hey guys, great news, you can now turn off TAA." Literally never.
Cyberpunk 2077 was, in my opinion, an atrocity. I don't mean the bugs or the lawsuits (lol) or the delays. I mean yeah those were bad but my biggest nightmare was as you may have guessed launching the game for the first time and being blown away by how unbelievably gorgeous and sharp everything looked just kidding I uninstalled it out out of spite. The ghosting was almost impressively bad. Even the character creation character faces were unrecognizable with the blur. Once I tweaked the ini files enough it was somewhat playable, but the pixelation was out of control. My character's hair was 16-bit. That's just yet another example of this issue. No one is (really) listening to us, and we've been screaming for years at this point.
This is an industry-wide problem. I don't think TAA is going anywhere until a more cost effective solution is introduced that doesn't look (and run) like hot garbage. I don't think developers are going to stop using it, because we're in the minority. It's universally accepted otherwise. No one seems to care. It also seems to happen far more with ports. As a great example of a game with a beautiful engine where turning off TAA only results in some minor jagginess, try looking at high res screenshots of Yakuza: Like a Dragon. That game is unbelievably beautiful. On a final note, I recently picked up Days Gone, which is obviously a PS port to PC and it's atrociously bad TAA. Since it's the Unreal Engine I simply tweaked the ini files, which resulted in (this is new) various prompts like picking up items on the ground or QTEs with prompts no longer appearing. How cool is that.