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Nvidia develops a new temporary antialiasing technique with the help of ray tracing

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Temporary antialiasing techniques have become very popular over the past few years, allowing the removal of saw teeth with minimal impact on video game performance on humble hardware. These techniques have the drawback of reducing the sharpness of the image, something that Nvidia tries to solve with ray tracing.

Nvidia has a new and advanced technique of temporary antialiasing

Nvidia has released a report analyzing a new form of temporary antialiasing, called ATAA. This is a technique based on real-time ray tracing, hoping to overcome the shortcomings of temporary antialiasing in scenes with a lot of movement, eliminating blurred images.

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Nvidia has created a pragmatic algorithm for adaptive supersampling in real time in games. This extends temporary antialiasing of raster images with adaptive ray tracing, and conforms to the limitations of a commercial game engine and current GPU ray tracing APIs. The algorithm eliminates blurring artifacts and defects associated with standard temporal antialiasing, and achieves a quality that approximates 8 × geometry oversampling while staying within the 33 ms frame required for most games.

The only problem with this technique is its reliance on Microsoft's DirectX Ray Tracing API (DXR), given the current lack of compatible hardware. The Nvidia document states that an ecosystem of drivers, graphics cards, and algorithms will be ready in the coming years, leaving us hope that we will see ray tracing techniques in video games relatively soon.

Nvidia plans an event called "Geforce Gaming Celebration" on August 20, where the company is likely to release its first series of consumer graphics hardware with support for RTX, Nvidia's ray tracing acceleration technology.

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