Aggregate G-Buffer Anti-Aliasing

There’s an article on Advances in Realtime Rendering 2016 that talks about this AA method in UE4. Will we see this integrated in the official branch at some point?

Looks very interesting, I wish I could test that myself in UE4 :slight_smile:

Looks interesting indeed. Would love to see it in motion.

Grass on that kite shot looks nice.

I wonder why people even make all these presentations for “xxx tech in unreal engine” when none of them are ever used for anything. What’s the point?

Research purposes mainly, but if they haven’t released the sources or anything then it’s just mainly circle jerking.