ADVANCED TEMPORAL ANTI-ALIASING FOR UNITY
for Unity 5.6 & beyond
Cinematic Temporal Supersampled Anti-Aliasing
Today Unity Changes! With a single click, CTAA enables all Unity users to achieve next generation off-line Cinematic Render Quality anti-aliasing results in Real-Time. CTAA provides unmatched performance and quality for all platforms such as PC, Consoles and VR Devices.
The premier next generation VR READY cutting-edge temporal anti-aliasing solution for Unity 5.6 and above. CTAA Utilizes Sophisticated velocity based Temporal re-projection & re-reconstruction methods to achieve extreme ' Temporally Supersampled ' quality results impossible for other ' spatial only ' solutions such as MSAA, FXAA, SMAA and many others.
Fastest Solution.. Period
Highest Performant Temporal Anti-Aliasing & Temporal SuperSampling solution to date on any engine period...
Now on Unity 5
CTAA is a novel method by Livenda Labs providing true next-gen Cinematic Quality temporally anti-aliased results which maintain and preserve the highest clarity while in motion.
VR and Future Ready
CTAA works with All Unity 5.6 supported platforms including VR (Oculus Rift, HTC VIVE, PSVR)
Single Pass Stereo is available now in Beta (experimental support)
- SEE FOR YOURSELF -
8 FREE CTAA DEMOS
Below is a collection of videos from our downloadable executable samples for both PC and OCULUS VR (HTC VIVE demos coming soon). Get them now, click here
The executable demos show all aspects of our next-gen product for your evaluation. All the demos are made to emulate typical highly complex AAA level quality gaming environments, we have also exaggerated the Aliasing artifacts to show the effectiveness of CTAA.
CTAA Performance metrics FPS
Projects in R & D
Ocean & Water Engine
Upcoming Ocean Engine for Unity 5 " The Nephilim Ocean & Water Engine " Brings next gen AAA quality realistic Ocean Rendering / Simulation and full interaction to Unity Software.
Video below showing custom DX11 compute shaded (GPGPU FFT) tessendorf based ocean simulation engine. Ocean rendering with SSS ( Sub surface atmospheric scattering ) using image based lighting, Ocean showing deep water shading only everything is 100% procedural.