TAA is used in many modern video games and
game engines; however, all previous implementations have used some form of manually written
heuristics to prevent temporal artifacts such as
ghosting and
flickering. One example of this is neighborhood clamping which forcefully prevents samples collected in previous frames from deviating too much compared to nearby pixels in newer frames. This helps to identify and fix many temporal artifacts, but deliberately removing fine details in this way is analogous to applying a
blur filter, and thus the final image can appear blurry when using this method. DLAA uses an
auto-encoder convolutional neural network trained to identify and fix temporal artifacts, instead of manually programmed heuristics as mentioned above. Because of this, DLAA can generally resolve detail better than other TAA and TAAU implementations, while also removing most temporal artifacts. == Differences between DLSS and DLAA ==