4.14 Rendering Features & November UE4jam Winners Announced - December 1st - Live From Epic HQ

Hey @DanielW, I just wondered… Would it be relatively easy to only support SSAO with TAA in the forward renderer as a start and only later add support for SSAO with MSAA?

I think forward + TAA gives a great performance improvement over deferred + TAA, so that alone would be great already, since the only thing that stops me from moving to forward is SSAO currently. I actually think in my game MSAA doesn’t really work because I just have way too much texture aliasing, but moving to forward and putting the gained extra performance into more screen percentage probably looks a lot better too, and it allows SSAO to still benefit from TAA :slight_smile:

Btw, the distance field shadow performance improvements you added recently are sounding really, really awesome! :cool: