Introducing CTAA ' Cinematic Temporal Anti-Aliasing ' The Leading Temporal SuperSampling solution for Unity 2018 and above. Support for PC/ MacOS and all VR Devices in all render paths
NEW VERSION RELEASED V1.9
REQUIRED SDK'S FOR VR
STEAMVR for HTC VIVEPlease note: Models in the Videos and screenshots are NOT included in the package however CTAA does include multiple example scenes to show integration
CTAA V1.9 UPDATE CHANGES and FIXES - General Improvements to all variations for PC and VR - Oculus VR better sharpness - Improved integration for latest SteamVR (OpenVR) - Tooltips added CTAA V1.8 UPDATE CHANGES and FIXES - V1.8 Brings Important Fixes and we strongly encourage all users to upgrade to this version asap - FIXED : Screen Edge Smearing artifacts on PC and VR Version. Sometimes depending on the scene and average contrast levels, there was a smearing/ghosting artifacts visible on screen edges, this is now completely fixed and eliminated. - FIXED : Black pixels / line artifacts on some scenes caused by high dynamic range differences between adjacent pixels during AABB evaluation - UPDATE : Micro-shimmer adjustment is now automated and not required in the UI - UPDATE : Adaptive Sharpness on PC version has been much improved, significantly less edge darkening while improving sharpness quality. - UPDATE : Single Pass Stereo VR (SPS) quality improvement with better sharpness - UPDATE : Anti-Shimmer mode is OFF by Default and when resetting the plugin as it is not for general use. The prefabs have also been updated to reflect this. - IMPROVEMENT : PC CTAA responds much much better on Nature and Foliage related scenes as Unity does not provide vertex based motion vectors for wind animation CTAA V1.7 UPDATE CHANGES and FIXES - Significant Performance and Quality enhancement for All variants - NEW ANTI-SHIMMER MODE added to PC Version, completely eliminates micro-shimmer, Suitable for Architectural Visualization, CAD, Engineering, Auto, Design and Manufacture or for any project requiring the Highest Quality Visuals. - NEW Adaptive Sharpness mode in Steam VR version increasing perceptual sharpness with almost zero performance impact - Overall much better Visual quality improvement in Steam VR / OpenVR mode compatible with Oculus and the VIVE hmd's - NEW Adaptive Sharpness mode in Single Pass Stereo VR version increasing perceptual sharpness with almost zero performance impact - Improved compatibility with Unity 2019.1 - NEW 'Engine' PC Demo Added showing the new Anti-Shimmer Mode together with MSAA. This combination provides Industry leading highest quality Anti-Aliasing for your projects at the highest performance CTAA V1.6 UPDATE CHANGES and FIXES - Performance and Quality enhancement for SPS (SinglePass Stereo) VR version - Compatibility for the Latest STEAM VR SDK (2.2.0) - Updated CameraRig Prefabs for SteamVR and Oculus to clarify and Simplify VR integration - Better Dynamic Objects Support including Characters in SPS and MultiPass VR modes (Please drag the equivalent Dynamic object script on to all non-static moving objects and on to each Mesh of Characters) CTAA V1.5 UPDATE CHANGES and FIXES - Overall performance and Quality enhancement for PC and VR - NEW Single Pass Stereo VR Support with Single Camera - NEW Single Pass Version is Unified as a single drag-drop script for all VR platforms (Oculus SDK and OpenVR) - Fixed Oculus SDK issue incorrect View Matrix with Unity 2018 (This only effected the Multi-Pass version) - Significant Quallity improvement for both Oculus and the VIVE for Multipass and Single Pass (New in this version) CTAA V1.4 UPDATE CHANGES and FIXES - PC Version Default Parameters changed CTAA V1.3 UPDATE CHANGES and FIXES ALL versions - Overall performance and Quality enhancement for PC and VR PC VERSION - Updated PC Prefab to reflect changes - HRD Response Value now ranges between 0.001 to 1.0 (Please adjust previous settings in your projects) - Added two new parameters to better control Micro Shimmers and increase stability when not in motion - Micro Shimmer Reduction, eliminates or reduces shimmer caused by polygons smaller then a pixel in screenspace (Please Read Documentation Update) - Static Stability Power, Dynamically adjusts Temporal Blending depending on relative Velocity. Helps increase stability on static or near static scenes. value ranges from 0-1, default is 0.5 which is a 50% mix (Please Read Documentation Update) V1.2 UPDATE CHANGES and FIXES - Initial Unity 2018 compatibility confirmed - WebGL 2.0 compatibility ( Works with the latest Firefox and Google Chrome ) - Tool for VR integration (Please read Documentation update) - Beta Unity Post Effect 2.0 integration help (WIP, Please read Documentation update) - Overall performance enhancement V1.1 CHANGES and FIXES PC Version - Fixed NaN issue which caused jitter on sub-pixel high-contrasting adjacent pixels and slight ghosting - Updated PC demo scene to reflect the new changes - Significant overall Improvement providing better and more stable AA First release Supports PC, OCULUS and HTC VIVE