Billboard Plane Material Ghosting on TSR Anti-Aliasing

This post concerns some issues I’ve been having with a material I’m using to render characters. My game is going for a 2.5D appearance that utilizes billboards to render character sprites in the 3D world. And so far this works out fine, but I’ve had a few issues with it.

The first is that because these characters also should display shadows, I have opted to use a plane with a material shader that is set up to always face the camera rather than an actual billboard component. This works out extremely well so far except when the characters move. When the characters begin to move, either the player or an NPC, the plane material starts to generate this absolutely hideous ghosting effect. Essentially the character sprite smears while moving. I’ve traced this back to being related to the anti-aliasing setting. I’ve changed it from TSR to FXAA, and that seems to resolve it, but at the cost of actively making everything else look considerably worse.

I’ve looked into the problem and tried just about every suggested solution that people have put out to fix it, to no avail. Has anyone else observed this issue before, and if so what did you do to fix it?

I’ve changed it from TSR to FXAA, and that seems to resolve it, but at the cost of actively making everything else look considerably worse.

Name all the things that took a visual hit, becuase for one you’re going to gain massive performance from not using TSR. I’ll try and help find you alterative to making any stuff look better without temporal AA.
Also, what resolution is your monitor and what is your GPU so I know what r.ScreenPercentage you should work at(some are better depending on what your trying to fix)

The two things I’m seeing are the pixel art sprites seems to distort a bit more on FAXX and there’s a lot of noise on the shadows from the lighting engine.

As for my monitor, my monitor is 1920x1080 and my GPU is an RTX 3060.

Sounds good.

Make sure r.ScreenPercentage is 100(input into console while play in editor, doesn’t save).
With your GPU that shouldn’t be an issue for 60fps@1080p. This will integer scale with your monitor which is good for finding artifacts.

As for shadows try seeing is CSM will work out better noise wise(you should also get a perf gain), turn down contact shadows in your lights since this is a terrible shader that relies on jittering.

As for the noise from the lighting, I and others have repeated asked the Lumen devs to un-tie TAA/TSR to Lumen(I suggest you do the same). Unfortunately, I have no advice on that other than turning off shortrange ao and allow SSAO for Lumen. Then turn on the non-TAA dependent SSAO.

Maybe increase the radiance cache grid to stop a little noise, I don’t think that hits perf to much.