Missed Temporal Anti-Aliasing for transparent textures (water, fog)

Issue Description:
The animation anomaly concerns the waterfall feature within the game. The animation does not appear as intended looks more like sand than water, and the particles within the waterfall exhibit characteristics more akin to a visual glitch rather than a natural waterfall effect.
The top of the waterfall lacks sufficient details.

Steps to Reproduce:

  1. Launch the game.
  2. Navigate to the area featuring the waterfall animation. (Nameless Pass)
  3. Observe the waterfall animation and particles closely.

Expected Behavior:

  • The waterfall animation should display a natural and visually appealing cascade of water that fits into the environment
  • Particles within the waterfall should resemble water droplets or mist, contributing to the realism of the animation.
  • The top of the waterfall should exhibit detailed characteristics, conveying a natural starting point for the water flow.
  • The transition from the top of the waterfall to the cascading water should appear seamless and visually coherent.

Actual Behavior:

  • The waterfall animation appears distorted or unnatural, deviating from the expected cascade effect.
  • Particles within the waterfall exhibit irregular movement or patterns, resembling a visual glitch rather than natural water droplets or mist.
  • The top of the waterfall lacks sufficient detail, resembling placeholder water or a simplistic rendering.
  • The transition from the top of the waterfall to the flowing water appears abrupt and visually disjointed.

Impact:

  • Affects user experience: The abnormal waterfall animation detracts from the immersive quality of the game environment.

Additional Information:

There are transparent textures in Witchfire. For example, trees. They look bad without TAA. However, when I enable a temporal-based anti-aliasing (DLSS is also counted as it) trees and other transparent textures looks nice.

Here is the screenshot:


However, it’s broken in No Rest For The Wicked.

Fog, water (waterfalls), walls/trees (when they disappear (it’s not a “special” effect, it’s a bug — graphical artifacts of “checkerboard rendering”)) and fishing rod line have no anti-aliasing. With any setting. Even with enabled DLAA.

Here are the screenshots (Also, I did the integer upscaling of them to save the images quality after the forum’s converting png to jpg):

The fishing rod line without AA, water is too noisy:

Fog artifacts:


The object vanishing artifacts (a wall and a tree):



Waterfalls totally look bad:



Also, I would like to see some CPU-optimisations.

I have good performance with RTX 4060 and i7-7700 in the start island location, but in the location between the bridge and the first boss my FPS notable (almost 2 times) goes down to 45-55. Changing the settings in the game does almost nothing. GPU is loaded only by 65 %.

It’s just broken TAA:


Well, it was reported a year ago, and still not fixed.

Related:

Hashed Alpha Testing

A video example of the correct TAA implementation for alpha-tested textures in Spider-Man: Miles Morales:

Bump
We’ve made a handful of topics on this already and it still seems unresolved (writing as of The Breach Hotfix #4)

This issue also afflicts a bunch of other assets with transparency like grass & moss textures (pay attention to how noisy the moving blades look on cuttable grass and the occasional moss clumps with artifacts all over) as well as smoke effects and plenty of hair/fur textures. If you crouch the camera zooms in a bit, helps notice these better.

Must be as you say, it is as if these particular assets completely avoid using anti-aliasing or use some form of dithered transparency/ checkerboard rendering, maybe for performance reasons. Would be appreciated if we got some answer by the team, weird that this hasn’t been fixed a year after EA release and counting.

i noticed that too, when using “upscaling method AMD FSR”. try using TAA and CAS

That won’t fully resolve anything, will make them less noticeable sure as FSR is a ghosting mess anyways.
In my case I’m using DLSS Quality, and TAA & CAS are somehow still sharper (just in this game). DLAA and DLSS Quality seem to not pick up all the finer details in this game and you can quickly check this by switching between those and TAA & CAS while paying close attention to textures on your screen.

Sharpness also doesn’t factor into this, I’ve tried these differences on 3 sharpness levels: 0, 100 and 200%. TAA setting always looks cleaner than DLSS 4 in current build. The issue stands, there are a bunch of assets either being rendered in a separate layer (avoiding anti-aliasing) or just using some different rendering solution altogether. Maybe an issue with their alphas, who knows.

It needs fixing by the devs themselves.

Really wish we could get some more attention on this. I’m sure they’re aware of it.