I remember when TXAA was conceived, it initially was created exactly to combat the motion flickering & jaggies, and stabilize the image improving the quality. I could never imagine all these years later MSAA would still be a much more capable means to do this without introducing insane smearing and/or ghosting. People might argue that MSAA still sucks because of unsolved flickering (which is true) but I would take that flickering any day over the blurry mess TAA brings in 90% of modern games. I also don't care is MSAA is slower because having slower framerate with more details remaining is still better than having faster gameplay that is ruined by ghosting.
SSAA is perfect antialiasing, though even better is to just use a higher resolution monitor and render it natively and have your eyes be the limiting factor due to distance.
I just dont understand the hate for taa because imo with msaa the trees looky grainy asf, but the power lines and small details are slightly better, and taa makes trees more sharp and less grainy, but loses a small amount of detail by rounding/smoothing the image slightly
@@egida6486 thats true. It doesn't even need to be ports. Some native pc only games are now getting this blurry treatment that somehow looks worse when you turn it off. But sometimes modders find a way to fix it. But its not guaranteed anymore
Yep, I remember I tried to play nfs world on PS4, and I couldn't. so I had to play it on PC. its almost impossible to play racing games with taa on a console especially if the game is 30fps or 60fps.
Come join us on PC brother. I gave up on console too for this exact reason. Ever since i built my dream PC anytime i play a ps5 game on console i can barely play it because of how blurry TAA makes these games.
@@mhnoni TAA at 30 fps is probably the worst thing ever in this world. It should be a crime to do TAA at such low framerates. And then they even add motion blur on top, chromatic aberration and vignettes. Every time I see one of these soups mixed together I feel like I need to throw up and go up my glasses prescription by 5x
0:55 CRAZZYYY!!! TAA should'nt be used at all. Lazy work buy cutting corners. I'd rather play with no AA at all but you can't do that. Multi sampling ftw. Great video!
It really depends on what aspects annoy you. TAA you're getting blur and motion artifacts, MSAA you're getting all that flicker (which is basically subpixel fighting due to a lack of resolution detail). The biggest problem is that some modern games will only work with TAA. They use tricks like having a beard where every other pixel is missing but once you apply TAA and the accumulation it has it looks like a full beard. I'm sure at some point someone will develop an AI AA solution that doesn't apply to the whole screen but uses engine information to identify places where that fizzling would appear and fix specifically those areas without touching the detail in other areas.
"They use tricks like having a beard where every other pixel is missing but once you apply TAA and the accumulation it has it looks like a full beard." Exactly! "Tricks"...TAA is a trick to not put in more time to develop better texture models. These devs would rather spend their millions than develop the game that made them rich. Fair dues but at least hire someone to the grunt work jeez.
MSAA is much better solely based on the fact it doesn't produce motion ghosting and trailing artifacts. MSAA might leave a tiny bit of flicker through but it's superior in motion, which is the main gripe with TAA. I don't think gamers would care at all if MSAA was the type developers actually forced, minor flickering is something that never bothered me as much as this TAA blur has, plus don't you think it would make much more sense now than ever, when resolutions are rising and people are using at least 1080p monitors? Many cases of 2k and 4k monitors too, which don't need aa at all and if they do, MSAA is the non-destructive kind that offers no downside to them as opposed to TAA. TAA is bad. A properly tuned videogame would perform better at all fronts if it was tuned with another aa solution in mind, both because FXAA and MSAA don't share its issues and because they don't require salvaging after destroying the resolution, like extra sharpening filters on upscaling tech.
@@anecro MSAA doesn't solve anything, go play AC Unity, for example, and see for yourself. Even if set to x8 the image still flickers like hell. For better or worse, TAA is the best option we have, for now.
msaa ruins all hair effect in rdr2, and mssa only applies to the geometry shape of the model and completely ignore the specularity, textures, and shader of the model, i rather have a slightly fuzzy image that i can sharpen in post, than have an aa that doesn't completely work and take more performance
And I liked the part where taa makes the screen look blurry af and hides all the details and @TURBO_FAUST thinks that looks great. AA is about what compromises you're willing to make. All the solutions we have look bad, just maybe in different ways. Which flavor of bad you prefer is entirely subjective.
@nephatrine you are right, its a different set of compromises. However, blurriness and detail loss can be remedied by using higher resolutions* , sensible sharpening, and increasingly smorter ways/code to decide which info of previous frames to use or exclude for aa , such as dlss4, xess,tsr, fsr4, pssr, whatever the fuck guerilla games is cooking up, ect. The geometric complexity of games gets higher and higher, more thin hair, thin blades of grass, moving foliage, thats all things that MSAA is excactly 0 equipped to deal with effectivly (nor was it designed for that). If you want better MSAA-like solutions, I want them too, but stuff like shimmering, moving foliage literally is a temporal problem! Trying to solve a temporal problem without temporal info seems at the very least really hard to me. I am certain if that is at all possible, someone would come up with a solution. A lot of smort people are working on AA solutions. Not me however, as i am extremly fucking dumb. *Quite a few people say they dont care about the higher computation cost of MSAA, which, great, then just downsample and then use a temporal anti-aliaser of your choice like DLAA to get the best of both worlds. But, yeah, gpus are not infinitely powerful, so pick your poison.
@@nephatrine you are right, its a different set of compromises. However, blurriness and detail loss can be remedied by using higher/native resolutions, sensible sharpening, and increasingly smorter ways/code to decide which info of previous frames to use or exclude for aa , such as dlss4, fsr4,xess,tsr, pssr, whatever guerilla games is cooking up, ect. The geometric complexity of games gets higher and higher, more thin hair, thin blades of grass, moving foliage, thats all things that MSAA is excactly 0 equipped to deal with effectivly (nor was it designed for that). If you want better MSAA-like solutions, I want them too, but stuff like shimmering, moving foliage literally is a temporal problem! Trying to solve a temporal problem without temporal info seems at the very least really hard to me. I am certain if that is at all possible, someone would come up with a way. A lot of smort people work on AA solutions. Not me however, as i am extremly dumb.
Seems like a great option would be to use MSAA, then use something like FXAA to help get rid of the oversharpness and shimmering that MSAA can cause. Instead, we got the worst option with TAA. "They can't see the artifacting if we smear vaseline on their screen!!" Maybe I'm insane, but I SWEAR TO GOD that Forza Horizon 5 used to let you enable both MSAA and FXAA at the same time, and then took that away with an update at some point. Was the best way to record good videos with it, too. At same bitrate, they always looked better that way. What a shame.
Who can afford a video adapter from NASA to turn on anti-aliasing with any of these games. Maybe in ten years. With temporal anti-aliasing in Skyrim SE, the stairstepping would cycle in and out. Today games sometimes do false anti-aliasing that doesn't add information. Euro Truck Simulator comes preset with SMAA and looks like a dust and scratches filter had been applied.
One solution I've found is that where DLSS is enabled, I use DLDSR to downscale from a higher resolution that my native, and upscale the game to that higher resolution with DLSS. With this the image is very sharp, and it also doesn't require that extra performance.
Knowing this comes from the FTAA community (which I appreciate mostly for calling out the lazyness of devs these days) I will probably get lynched for my opinion, but in the example of Deus Ex, I actually prefer TAA and would even more appreciate DLSS. The picture is so shimmery. I went back to DXMD to test around with Reno DX for HDR and I played around with TAA on and off. And yes its true a lot of detail is lost, but I just can´t stand how much the picture is dancing around just by moving the mouse. So much looks fizzy and shimmery. That is the one thing I appreciate about DLSS. It makes the picture "calm". This does wonders for immersion imo. The less I feel like I am in a game, the more I like it. And its easier to focus on stuff for me. I have the theory that, the higher the complexity of the picture, the more something like DLSS is needed. Although TAA itself so far to me only looked better in this one instance over MSAA. I think the native picture of DXMD is just horrible compared to TAA. The assets were clearly made with TAA in mind. And that sucks imo. For me personally DLSS>SSAA>MSAA>SMAA>TAA off the top of my head.
are you guys blind the msaa completey fucks up highlights and shadows, hell the tree look worsts in motion and stills way too much pixel crawling and aliasing, the only good example of msaa here is literally fh5 but 8xmssa is already pushing it for slightly better image quality over taa, i rather take ghosting and the ( honestly over exaggerated) little bit of blur than any type of aliasing,
Which is why the discussion around TAA and why it's hated is mainly targeted at the fact a lot of videogames force it now. I don't hate TAA solely based on it existing, I just think it sucks most games have it on either by default or straight up don't allow you to use something else. I miss SMAA, MSAA and FXAA, they should exist as options. If you're playing anything above 1080p, especially 4k, it makes no sense to me why you'd put up with TAA's horrible artifacting and resolution bombing. At least use DLSS or something. At higher resolutions it's only a burden that causes way more issues than any other aa method.
New games 2012+ are 'all' plagued by shimmering and, or, blurring. For some reason older games just looked really crisp without using shady anti-aliasing techniques. It's funny to me, that for example, Forza Horizon 3 at 1080p looks much crisper and less blurry than Horizon 5. So not only games past 2012-2014 all look shimmery and blurry, but as time goes on it's getting worse and worse.
@@blueash255 I mean every game now uses shaders, look call of duty, same shaders from vanguard to now, they are all glimmering and too much shiny, they force smaa t2x filmic just for people to don't see that shit
msaa x8 has always been better but that shit destroys your pc lol, in rdr2 msaa x2 gets me from 90 fps down to 59 with 1% lows of 45, while taa high has absolutely no damage on performance. even tho it looks blurry, it still looks better than no anti aliasing at all imo
Redo this video but show the fps counters, we know you omitted them for obvious reason. Also add another layer of comparison where it's TAA plus 25% sharpening filter either from the game itself or from GPU control panel.
I did no such thing. Your frames will definitely take a major hit with MSAA but that’s the price you pay for extra detail much like going from 1080p to 4K. Sharpening also doesn’t bring back lost detail much like using denoisers for movie film grain and then dialing up the sharpness.
@@remowind1578 No you troglodyte, that's a comparison he's making, both of these are running at 1080p lmfao. He's comparing the fps hit between anti aliasing tech to different resolutions.
Yes, SSAA and FSAA were the earliest AA implementations. Performance heavy AF but gave the best visual Quality. Even Nvidia's and AMD's own MSAA variants TSAA and EQAA were better than MSAA.
TAA Make Ghosting, Blur to the Image, and minimum motion blur on small details, also Any text in the game will be destroyed unreadable in the distance, which will make your eyes stress and until you become blind when you grow up, I'd rather choose some performance instead of the cost of my health because if you keep TAA your Eyes will goes brrr
Should we force developers to go back to MSAA or are you happy with TAA?
The only people who are happy with TAA are the people who don’t care enough to notice it’s a downgrade.
@@littletweeter1327 basically the blind people
Gife Msaa!
TAA was default enabled in lastest game called Delta Force Hawk Ops which ruin my eyes. Can't see any enemies in far distances
SMAA IS BEST
Forced taa and upscaling is a plague on modern gaming.
i agree
true and if u find a way to disable it, you get a sandpaper filter instead
I remember when TXAA was conceived, it initially was created exactly to combat the motion flickering & jaggies, and stabilize the image improving the quality. I could never imagine all these years later MSAA would still be a much more capable means to do this without introducing insane smearing and/or ghosting.
People might argue that MSAA still sucks because of unsolved flickering (which is true) but I would take that flickering any day over the blurry mess TAA brings in 90% of modern games.
I also don't care is MSAA is slower because having slower framerate with more details remaining is still better than having faster gameplay that is ruined by ghosting.
i know the perfect AA doesnt exist but TAA is just gross!
SGSSAA is the best AA implementation in history so far.
SSAA is perfect antialiasing, though even better is to just use a higher resolution monitor and render it natively and have your eyes be the limiting factor due to distance.
I just dont understand the hate for taa because imo with msaa the trees looky grainy asf, but the power lines and small details are slightly better, and taa makes trees more sharp and less grainy, but loses a small amount of detail by rounding/smoothing the image slightly
@@MiIes_Bghosting problem,it does solve 1 thing but brings another problem
TAA is making me give up on consoles. At least on PC you can tune the settings or get mods to do it. You are not stuck on playing a blurry $70 mess
in a lot of console ports you can't even turn off TAA. and if you somehow manage to do it, the game looks even more like shit :/
@@egida6486 thats true. It doesn't even need to be ports. Some native pc only games are now getting this blurry treatment that somehow looks worse when you turn it off. But sometimes modders find a way to fix it. But its not guaranteed anymore
Yep, I remember I tried to play nfs world on PS4, and I couldn't. so I had to play it on PC. its almost impossible to play racing games with taa on a console especially if the game is 30fps or 60fps.
Come join us on PC brother. I gave up on console too for this exact reason. Ever since i built my dream PC anytime i play a ps5 game on console i can barely play it because of how blurry TAA makes these games.
@@mhnoni TAA at 30 fps is probably the worst thing ever in this world. It should be a crime to do TAA at such low framerates. And then they even add motion blur on top, chromatic aberration and vignettes. Every time I see one of these soups mixed together I feel like I need to throw up and go up my glasses prescription by 5x
0:55 CRAZZYYY!!! TAA should'nt be used at all. Lazy work buy cutting corners. I'd rather play with no AA at all but you can't do that. Multi sampling ftw. Great video!
This kind of reminds me of when the eye doctor asks you which lens is clearer.
It really depends on what aspects annoy you. TAA you're getting blur and motion artifacts, MSAA you're getting all that flicker (which is basically subpixel fighting due to a lack of resolution detail). The biggest problem is that some modern games will only work with TAA. They use tricks like having a beard where every other pixel is missing but once you apply TAA and the accumulation it has it looks like a full beard.
I'm sure at some point someone will develop an AI AA solution that doesn't apply to the whole screen but uses engine information to identify places where that fizzling would appear and fix specifically those areas without touching the detail in other areas.
So LS1 upscaler from Lossless Scaling?
"They use tricks like having a beard where every other pixel is missing but once you apply TAA and the accumulation it has it looks like a full beard."
Exactly! "Tricks"...TAA is a trick to not put in more time to develop better texture models. These devs would rather spend their millions than develop the game that made them rich. Fair dues but at least hire someone to the grunt work jeez.
MSAA is much better solely based on the fact it doesn't produce motion ghosting and trailing artifacts.
MSAA might leave a tiny bit of flicker through but it's superior in motion, which is the main gripe with TAA. I don't think gamers would care at all if MSAA was the type developers actually forced, minor flickering is something that never bothered me as much as this TAA blur has, plus don't you think it would make much more sense now than ever, when resolutions are rising and people are using at least 1080p monitors? Many cases of 2k and 4k monitors too, which don't need aa at all and if they do, MSAA is the non-destructive kind that offers no downside to them as opposed to TAA.
TAA is bad. A properly tuned videogame would perform better at all fronts if it was tuned with another aa solution in mind, both because FXAA and MSAA don't share its issues and because they don't require salvaging after destroying the resolution, like extra sharpening filters on upscaling tech.
@@anecro MSAA doesn't solve anything, go play AC Unity, for example, and see for yourself. Even if set to x8 the image still flickers like hell. For better or worse, TAA is the best option we have, for now.
I liked the part where msaa looks like complete shimmering and flickering ass but the uploader and comments all think this looks great
msaa ruins all hair effect in rdr2, and mssa only applies to the geometry shape of the model and completely ignore the specularity, textures, and shader of the model, i rather have a slightly fuzzy image that i can sharpen in post, than have an aa that doesn't completely work and take more performance
Exactly!!
And I liked the part where taa makes the screen look blurry af and hides all the details and @TURBO_FAUST thinks that looks great. AA is about what compromises you're willing to make. All the solutions we have look bad, just maybe in different ways. Which flavor of bad you prefer is entirely subjective.
@nephatrine you are right, its a different set of compromises.
However, blurriness and detail loss can be remedied by using higher resolutions* , sensible sharpening, and increasingly smorter ways/code to decide which info of previous frames to use or exclude for aa , such as dlss4, xess,tsr, fsr4, pssr, whatever the fuck guerilla games is cooking up, ect. The geometric complexity of games gets higher and higher, more thin hair, thin blades of grass, moving foliage, thats all things that MSAA is excactly 0 equipped to deal with effectivly (nor was it designed for that). If you want better MSAA-like solutions, I want them too, but stuff like shimmering, moving foliage literally is a temporal problem! Trying to solve a temporal problem without temporal info seems at the very least really hard to me. I am certain if that is at all possible, someone would come up with a solution. A lot of smort people are working on AA solutions. Not me however, as i am extremly fucking dumb.
*Quite a few people say they dont care about the higher computation cost of MSAA, which, great, then just downsample and then use a temporal anti-aliaser of your choice like DLAA to get the best of both worlds. But, yeah, gpus are not infinitely powerful, so pick your poison.
@@nephatrine you are right, its a different set of compromises.
However, blurriness and detail loss can be remedied by using higher/native resolutions, sensible sharpening, and increasingly smorter ways/code to decide which info of previous frames to use or exclude for aa , such as dlss4, fsr4,xess,tsr, pssr, whatever guerilla games is cooking up, ect. The geometric complexity of games gets higher and higher, more thin hair, thin blades of grass, moving foliage, thats all things that MSAA is excactly 0 equipped to deal with effectivly (nor was it designed for that). If you want better MSAA-like solutions, I want them too, but stuff like shimmering, moving foliage literally is a temporal problem! Trying to solve a temporal problem without temporal info seems at the very least really hard to me. I am certain if that is at all possible, someone would come up with a way. A lot of smort people work on AA solutions. Not me however, as i am extremly dumb.
Seems like a great option would be to use MSAA, then use something like FXAA to help get rid of the oversharpness and shimmering that MSAA can cause. Instead, we got the worst option with TAA. "They can't see the artifacting if we smear vaseline on their screen!!"
Maybe I'm insane, but I SWEAR TO GOD that Forza Horizon 5 used to let you enable both MSAA and FXAA at the same time, and then took that away with an update at some point. Was the best way to record good videos with it, too. At same bitrate, they always looked better that way. What a shame.
Who can afford a video adapter from NASA to turn on anti-aliasing with any of these games. Maybe in ten years. With temporal anti-aliasing in Skyrim SE, the stairstepping would cycle in and out. Today games sometimes do false anti-aliasing that doesn't add information. Euro Truck Simulator comes preset with SMAA and looks like a dust and scratches filter had been applied.
Best settings in rdr2 : taa medium and set taa sharpness to %70
Both are awful. TAA causes blurriness and ghosting. MSAA creates a bunch of shimmering.
Great comparison!
Any plans for MSAA vs NO AA?
I was thinking TAA vs ReShade SMAA next but I’ll look into MSAA vs No AA as well and see what I can cook up.
One solution I've found is that where DLSS is enabled, I use DLDSR to downscale from a higher resolution that my native, and upscale the game to that higher resolution with DLSS. With this the image is very sharp, and it also doesn't require that extra performance.
Not to mention that it eliminates shimmering that's present even with MSAA.
msaa adds more triangle renders taa takes bunch of 1080p videos and gets information then blur its stopping the shimmering
Knowing this comes from the FTAA community (which I appreciate mostly for calling out the lazyness of devs these days) I will probably get lynched for my opinion, but in the example of Deus Ex, I actually prefer TAA and would even more appreciate DLSS. The picture is so shimmery. I went back to DXMD to test around with Reno DX for HDR and I played around with TAA on and off. And yes its true a lot of detail is lost, but I just can´t stand how much the picture is dancing around just by moving the mouse. So much looks fizzy and shimmery. That is the one thing I appreciate about DLSS. It makes the picture "calm". This does wonders for immersion imo. The less I feel like I am in a game, the more I like it. And its easier to focus on stuff for me. I have the theory that, the higher the complexity of the picture, the more something like DLSS is needed. Although TAA itself so far to me only looked better in this one instance over MSAA. I think the native picture of DXMD is just horrible compared to TAA. The assets were clearly made with TAA in mind. And that sucks imo. For me personally DLSS>SSAA>MSAA>SMAA>TAA off the top of my head.
These are the kind of comparisons that Digital Foundry will never make.
2:51 and 3:09 are perfect examples of TAA's motion smearing.
DF is a corpo shill who deep throats boots for money. They will never slander their overlords.
They did, however, make a detailed video about TAA, its pros and cons, etc.
ua-cam.com/video/WG8w9Yg5B3g/v-deo.html
@@ultraplus_ That video left a lot to be desired. Quite a lot.
@@Scorpwind ok
@@ultraplus_ For example, Alex portrayed TAA as a kind of necessity. Which it is not. Plus very few motion smearing comparisons, among other things.
Ive watched the video while walking on the street, full sunny day and can still see the difference...😊
are you guys blind the msaa completey fucks up highlights and shadows, hell the tree look worsts in motion and stills way too much pixel crawling and aliasing, the only good example of msaa here is literally fh5 but 8xmssa is already pushing it for slightly better image quality over taa, i rather take ghosting and the ( honestly over exaggerated) little bit of blur than any type of aliasing,
Crazy how much better MSAA looks in RD2
In DEUS EX its absurd the difference it makes. MSAA all the way. Looks like a low tier vga with less detail when TAA.
Couldn't they fogure oit a denoiser for msaa?
Yes, MSAA looks clearer, but it also looks grainy as fuck. I find IT disgusting, and TAA is perfectly fine to me.
It's a thing of preference, come on.
Which is why the discussion around TAA and why it's hated is mainly targeted at the fact a lot of videogames force it now.
I don't hate TAA solely based on it existing, I just think it sucks most games have it on either by default or straight up don't allow you to use something else. I miss SMAA, MSAA and FXAA, they should exist as options.
If you're playing anything above 1080p, especially 4k, it makes no sense to me why you'd put up with TAA's horrible artifacting and resolution bombing. At least use DLSS or something. At higher resolutions it's only a burden that causes way more issues than any other aa method.
On red dead 2 the taa they used was just perfect for , te build the game on that antialiasing … ps4 and Xbox graphics was set on taa…
Basically shimmering vs blurring 😂
shimmering of course, who likes a freaking myopia -30 simulator
New games 2012+ are 'all' plagued by shimmering and, or, blurring. For some reason older games just looked really crisp without using shady anti-aliasing techniques. It's funny to me, that for example, Forza Horizon 3 at 1080p looks much crisper and less blurry than Horizon 5. So not only games past 2012-2014 all look shimmery and blurry, but as time goes on it's getting worse and worse.
@@blueash255 that's because pre shader entered the chat
@@Just_Moaco It would be valuable information for me, if you could elaborate.
@@blueash255 I mean every game now uses shaders, look call of duty, same shaders from vanguard to now, they are all glimmering and too much shiny, they force smaa t2x filmic just for people to don't see that shit
TAA is good for vegetation, it's bad for everything else, it gets worse with speed.
In 6-10 years 8K will fix this...
8x MSAA bro thinks everyone has a 4090 😂😂 even with that I'd prefer a softer image than a flickery mess even with godly 8x MSAA flickering is an issue
msaa x8 has always been better but that shit destroys your pc lol, in rdr2 msaa x2 gets me from 90 fps down to 59 with 1% lows of 45, while taa high has absolutely no damage on performance. even tho it looks blurry, it still looks better than no anti aliasing at all imo
There needs to be TAA 2X or something. ITS A PLAGUE.
MSAA is still better in almost all situations.
msaa does not make any difference
@@buraksahin426 me when i lie
@@happygofishingits true msaa in new games from like 2020 use different more complicated rendering which msaa wouldnt work on just decreases ur fps
TAA is much worse than MSAA, it is very blurry and the image loses sharpness
2:28 made me lol irl
Redo this video but show the fps counters, we know you omitted them for obvious reason. Also add another layer of comparison where it's TAA plus 25% sharpening filter either from the game itself or from GPU control panel.
I did no such thing. Your frames will definitely take a major hit with MSAA but that’s the price you pay for extra detail much like going from 1080p to 4K. Sharpening also doesn’t bring back lost detail much like using denoisers for movie film grain and then dialing up the sharpness.
TAA is not smearing the image when stationary, that 25% scharpness messes it up. TAA is garbage and should be avoided.
@@Swaggaccino So basically you're comparing 1080p and 2160p and claim that 2160 is much cleaner, but omitting FPS factor. Nice, nice.
@@remowind1578 No you troglodyte, that's a comparison he's making, both of these are running at 1080p lmfao. He's comparing the fps hit between anti aliasing tech to different resolutions.
ssaa > no aa / smaa > everything else.
Yes, SSAA and FSAA were the earliest AA implementations. Performance heavy AF but gave the best visual Quality. Even Nvidia's and AMD's own MSAA variants TSAA and EQAA were better than MSAA.
Some taa implementation are better than others but yes it still sucks :v
TAA is absolute mess
TAA FTW
taa is better because when you try to use msaa performance goes brrr
TAA Make Ghosting, Blur to the Image, and minimum motion blur on small details, also Any text in the game will be destroyed unreadable in the distance, which will make your eyes stress and until you become blind when you grow up, I'd rather choose some performance instead of the cost of my health because if you keep TAA your Eyes will goes brrr