✨ Graphics & rendering

TAA (temporal anti-aliasing): how it works, why it blurs and what to replace it with

TAA (temporal anti-aliasing) is an anti-aliasing method that accumulates colour samples from several previous frames, re-projects them along motion vectors and averages them with the current frame. It has been the most common AA in games since about 2015 and is the foundation of the upscalers DLSS, FSR 2+ and XeSS.

Temporal Anti-Aliasing · TAAU · TSR

📅 Updated 👥 FPSHQ Team · methodology

No AAWith AApixel stepsintermediate shades
Anti-aliasing removes the staircase on slanted edges

Key figures

From the FPSHQ database, as of Oct 13, 2026

183games with DLSS in the catalog
383games with FSR

How temporal accumulation works

Each frame the projection is jittered by a fraction of a pixel following a pattern. The same surface point therefore lands in slightly different grid positions over 4–8 frames, giving several samples per pixel — like supersampling but almost free. To match samples of moving objects the engine stores motion vectors that say where every pixel came from in the previous frame.

History is validated against the current frame: if the old colour differs too much (object revealed, lighting changed) the sample is rejected. The quality of this "history rejection" decides whether moving objects leave trails.

Pros and cons

Pros: it smooths everything — geometry edges, alpha-tested textures (foliage, fences), specular shimmer, thin objects; it costs 1–3 % of FPS; it works with deferred rendering. That is why Unreal, Unity HDRP, Frostbite and RE Engine use TAA by default.

Cons: ghosting (trails behind objects that lack motion vectors — particles, transparency), blur in motion and loss of fine detail, textures "dissolving" during fast camera turns. Developers compensate with a sharpening filter; players switch to DLAA or community mods.

TAA, TAAU, TSR and AI upscalers

TAAU (temporal upsampling) is TAA that accumulates samples from a lower-resolution frame and outputs a higher one — the same mechanism as DLSS 2 / FSR 2 without a neural network. TSR (Temporal Super Resolution) is Unreal Engine 5's built-in upscaler. DLSS and XeSS replace hand-written history heuristics with a network, so they ghost less for the same number of samples.

Practical advice: if the game offers DLAA or "FSR Native AA", use it; otherwise TAA with mild sharpening. Disabling TAA completely in a modern game is almost always worse: shimmering explodes, and effects designed for accumulation (SSR, hair, foliage) fall apart.

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In short

What is TAA?

TAA (temporal anti-aliasing) is an anti-aliasing method that accumulates colour samples from several previous frames, re-projects them along motion vectors and averages them with the current frame. It has been the most common AA in games since about 2015 and is the foundation of the upscalers DLSS, FSR 2+ and XeSS.

games with DLSS in the catalog
183
games with FSR
383

FAQ

What is TAA in game settings?
Temporal anti-aliasing: the game averages the current frame with previous ones, removing jaggies and shimmer at the cost of slight motion blur.
Why does TAA blur the image?
Because of the averaging with past frames; in motion accumulated samples partly mismatch the new positions. Sharpening or DLAA/DLSS helps.
Should I disable TAA for FPS?
No: TAA costs 1–3 % and without it shimmering and broken effects appear. For FPS enable DLSS/FSR Quality instead.
How does DLSS differ from TAA?
DLSS uses the same temporal accumulation but a neural network decides which history to keep, and the frame is rendered at a lower resolution: fewer trails and more FPS.

Sources

FPSHQ Team · methodology · methodology · Updated

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