Camera antialiasing samples to overcome geometric aliasing as object moves away from camera

Please see the video below

The project was made in Linux, and has a few simple details.

An object with several thin vertical and horizontal items, a high intensity light which is orthogonal to the static mesh

A simple diffuse 0.18 neutral grey shader and a black background.

You might need to make sure you are in the right level when you open it up.

It is not the orange chairs.

My question is simple, how can I oversample the geometric aliasing?

I know about the nanite settings to keep at the highest lod.

My background in the early 2000s was using a micro polygon REYES renderer.

So to fix this with that renderer you just increase the number of samples that are done per pixel via the shading rate.

In a ray tracer you just increase the camera anti aliasing sample from a default to a number 8 times the default.

I know how to get results and you have probably seen my work:

Can you see if you can get a better result than I did in the video attached, without changing the geometry lights or camera?

Sam

EDIT: here is the scene https://storage.googleapis.com/public-community-ue5/MyProject3.zip

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Here is the scene sorry I forgot that: https://storage.googleapis.com/public-community-ue5/MyProject3.zip