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  • replied
    Hi guys,

    Did you find any solution please let me know.

    Leave a comment:


  • replied
    hi,
    did you find a solution? iam stucking at this point.
    maybe you want to post any tips?

    thx
    simon

    Leave a comment:


  • replied
    You need to setup your device profiles. Increasing r.MobileContentScaleFactor will also increase your resolution.

    https://docs.unrealengine.com/latest...les/index.html

    Leave a comment:


  • started a topic Mobile Anti Aliasing

    Mobile Anti Aliasing

    Hi, I am band new to UE4, coming from Unity. I need to create a mobile architectural visualisation. I have created a blank project with starter content and ran it on a device. My question is can I increase the quality of the anti aliasing. I have set all the Engine Scalability Settings to epic and tried both TemporalAA and FXAA set to 400 in the Global Post Processing Volume. It seems like whatever changes I make does nothing. I even turned off the Global Post Processing AA and added a PPV around one of the items with AA turned on and I couldn't notice a difference.

    Here is a screen shot from my device: iPhone 6, Engine Scalability = Epic, GPPV: TemporalAA = 400, Metal enabled

    Click image for larger version

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    The overall rendering quality is really **** for the default scene, what do I need to do to increase it? Any good tutorials on enhancing mobile rendering quality?

    Edit

    So I just found this here: Mobile/PostProcessEffects

    "Screen Percentage" is unsupported. Only the 100.0 setting works. "AA Method" supports "None" (the fastest) and "TemporalAA" which provides a special mobile temporal AA which provides something around 2xSGSSAA with a little bit of judder in motion. Postprocess materials (through Blendables) are not supported on mobile.

    Surely this is not as good a it gets in UE4?
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