Hello,
I’ve noticed in some games settings menus they have the option to change AA types, I’ve read that UE4 supports FXAA, MSAA and Temporal AA (Here). Is there a way that I can allow the player to change the type of Anti Aliasing to give more customisability to the player for them to tweak performance?
This isn’t a major issue, I’m asking because I’m building a fully featured settings menu for my game and this would be a nice addition.
Thanks for any help!
Thanks for replying, But I’m already aware of all those features and have fully fleshed out a settings menu for my game. I was talking more specifically about the Anti-Aliasing type, for example the player being able to switch from FXAA to MSAA if they wanted to.
It’s not a huge issue and I’m not sure whether it’s possible, but it would add another layer of customisation to the game settings.
You need to get GameUserSettings first:
Here you have ton nodes of different settings but there anti aliasing quality:
And then save them:
You can also execute console commands to set other things, reducing you problem to finding right command
Note that page you linked mentions that MSAA is used only in primitives used in editor
Ok you have 2 options either use this console command
r.DefaultFeature.AntiAliasing
The number you use should be equivlent of this enum (order of this table) note that MSAA is only supported in forward rendering:
Or use C++, you can set show flag of main viewport for TemporialAA, don’t see MSAA you would need to look deeper:
1 Like
Thank you for the information! This looks exactly what I’m talking about. Do you know what is specific about “Forward Rendering” that makes MSAA work with it?
Does anyone know what that AAM_MAX does?
I would assume it’s just a dummy entry for the end of the list. It doesn’t appear on the drop-down menu in the project settings.
Hi, does that mean that we can either offer graphics options between TAA/MSAA and TAA/FXAA/TSR anti-aliasing methods?
So, for a desktop game, I should forget about MSAA, right?
Thanks.
Hi, can we save any changes made with ‘Execute Console Command’ in shipping builds?