Adaptive-Blended TAA, a tiny magic for your sharp and responsive scenes

https://github.com/EpicGames/UnrealEngine/blame/master/Engine/Shaders/Private/PostProcessTemporalCommon.ush#L433

It require a sharp eye to see what is going on, but good news to all users of the engine is on the horizon, that mostly will target the temporal anti aliasing pp quality wise. Funny they decided to apply a velocity on the blending that will reduce the blur. Brilliant idea, isn’t it? Wish i have think of this before. Oh wait…! :smiley:

Let’s just hope for the best, and all this works out at the end that’s the only thing matters. I believe the new changes will make this tiny code in ny first post obsolete in the next engine versions. It maybe is possible to port most of these changes to older engine versions as to make them look better! By the look of the commented code lines and the fact they did not announced the modifications (so far) i think we can expect more changes in the near future as it have became a priority for the rendering team to work on this code. Nice job!

I just wish the brilliant pull request of @hallatore would been pulled before the changes… Maybe later!