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  • replied
    Originally posted by SilentAndAsleep View Post
    Yeah but IMO it's still better than nothing. Tonemapper sharpen is not bad either, it is more subtle but it looks less muddy than a post process sharpening material.
    i get you but still, btw when i said post process i mean the entire thing including the tonemapper which in itself is post process.

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  • replied
    Yeah but IMO it's still better than nothing. Tonemapper sharpen is not bad either, it is more subtle but it looks less muddy than a post process sharpening material.

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  • replied
    Originally posted by SilentAndAsleep View Post
    Honestly I'd rather have no AA at all than using the default TAA. Thankfully It's quite easy to sharpen. I think it should be sharper by default because many devs don't bother doing it and we end up with blurry games that lack definition.
    it doesnt work you are sharpening it with post effects over a post effect aa, this is like sharpening filter in photoshop makes the image muddy with edge artifacts especially if ur game has small objects on screen, also it doesn't solve the major ghosting problems, maybe reduction a bit but doesnt solve it.

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  • replied
    Honestly I'd rather have no AA at all than using the default TAA. Thankfully It's quite easy to sharpen. I think it should be sharper by default because many devs don't bother doing it and we end up with blurry games that lack definition.

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  • replied
    Exactly.. its really sad.. claiming to be the best engine out there.. but your stuck with this awfull AA functions..
    -1 for core developers..

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  • replied
    Originally posted by WorldCreator View Post
    Old post.. but still the same issue.. ghosting is a huge problem in Unreal and looks awful, you simply cant release any game like this.
    Also its a bit strange to give us temporal AA with all the issues and let us fix the ghosting !?!
    We need some proper AA the whole temporal thing is completely useless, it performs poorly against some other AA functions and makes your game look like a failure.
    at this stage i dont think anyone cares i switched to forward and learning now to deal with it for the sake of msaa. What else can anyone do, we have been nagging about these issues and last thing you know whole departments are busy working on raytracing instead of dealing with core issues like these.

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  • replied
    Old post.. but still the same issue.. ghosting is a huge problem in Unreal and looks awful, you simply cant release any game like this.
    Also its a bit strange to give us temporal AA with all the issues and let us fix the ghosting !?!
    We need some proper AA the whole temporal thing is completely useless, it performs poorly against some other AA functions and makes your game look like a failure.

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  • replied
    I created a Post Process Material that does almost the same thing without needing engine modifications. Should work with any UE4 version!

    https://forums.unrealengine.com/deve...edge-artifacts

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  • replied
    porque meu jogo nao quer baixa, eu inicio o download e ele nao se movimenta sempre fica em o.ooB/s as vezes sobe um pouco mais ja cai demora uns 10 miutos pra dar 1% minah net é de 2mega alguem me ajuda obrigado

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  • replied
    Originally posted by Efrye View Post
    That looks pretty promising! I always wondered how other games, even UE4 games, managed to achieve a clean look with temporal AA. It seems a combination of TAA and FXAA delivers some of the best results, but with your tweaks, TAA is already pretty good on it's own. The ghosting reduction blueprint you posted early is working great for me as well. Thanks for sharing all of this!
    I haven't seen games take this approach. Most do TAA and adjust sharpen to a preferred amount. Some add a SMAA or FXAA step afterwards.
    Mine uses some tricks to undo the blurriness on textures while trying to not sharpen the anti-aliased edges. It also doesn't change anything else as it happens right after TAA, and only when TAA is enabled.

    Download and test it out! I think it's much better than using r.TonemapperSharpen.

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  • replied
    Originally posted by hallatore View Post
    I just posted this. Feel free to try it out https://forums.unrealengine.com/show...-AA-sharpening
    That looks pretty promising! I always wondered how other games, even UE4 games, managed to achieve a clean look with temporal AA. It seems a combination of TAA and FXAA delivers some of the best results, but with your tweaks, TAA is already pretty good on it's own. The ghosting reduction blueprint you posted early is working great for me as well. Thanks for sharing all of this!

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  • replied
    Originally posted by Efrye View Post
    I'm a bit late to the party, but I only just came across this thread. The blurry default AA has been bugging me for a while now.
    I just posted this. Feel free to try it out https://forums.unrealengine.com/show...-AA-sharpening

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  • replied
    Originally posted by John Alcatraz View Post
    [MENTION=34565]hallatore[/MENTION] How well do your settings work when you have SSAO (on lowest quality setting) set to a high intensity? SSAO needs TAA to smooth it out, and all adjustments that make TAA look less blurry always resulted in worse SSAO look for me I think.
    I'm a bit late to the party, but I only just came across this thread. The blurry default AA has been bugging me for a while now, but I couldn't find any way to improve it. Until now! It's definitely a trade-off between SSAO quality and Temporal AA sharpness, but the settings from hallatore are a huge improvement for my game. The grainy AO only really stands out on clean surfaces with little to no detail or texture.

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  • replied
    [MENTION=34565]hallatore[/MENTION] How well do your settings work when you have SSAO (on lowest quality setting) set to a high intensity? SSAO needs TAA to smooth it out, and all adjustments that make TAA look less blurry always resulted in worse SSAO look for me I think.

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  • replied
    Originally posted by Deathrey View Post
    Well, I'm not a big fan of using Tonemapper sharpen to solve ghosting issues. It introduces artifacting of its own.
    Tweaking current frame weight based on world speed of the camera might seem situationally useful for certain games. You can also scale final blend by velocity data in the shader.

    Problem with using reduced samples for TAA, is that at 4 samples, you are just using typical MSAA jitter offset pattern. It reduces TAA effectiveness to some degree as opposed to Halton sequence at 5 samples and above.

    Improving TAA ,in my view, should be probably separated into two parts. The first part is coming up with better way of history clamping(I believe that I've read somewhere that orienting and stretching neightbour sampling pattern in direction of velocity helps, but haven't tried it.).
    The second part would be a better solution to calculating velocity offset based on depth difference. Right now the cross pattern with offset of 2 is used used by default. I've actually had some limited success with using a larger SNN filter for that, which blurs the borders of objects more, but results in less overall smearing of multiple layers of moving objects. This one in particular relates to foliage.
    The sharpen is to "re-sharpen" the image since blur is a side effect of TAA.

    It seems there are two scenarios. With and without motion blur. And I can only seem to produce ghosting with motion blur enabled.
    The good thing is that it seems without motion blur higher sample count and lower FrameWeight works nicely.

    So I see it as two separate problems.
    1. TAA introduces blur. Using sharpen at 0.5 seems to nullify that. (if you sharpen without TAA you would of course over-sharpen the image)
    2. Camera Motion blur introduces ghosting.

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