Dithered opacity mask - multiplayer crazy rendering


Im trying to use dithered opacity mask in multiplayer (players can see through wall if they are near) and its getting me this crazy rendering. (It disappears after 1 second [that many player meshes on wall])
Any advice how to solve this?

(If player have mask on wall with this dither opacity mask and another player move over it then you can see it)

If you lower AA quality to “sg.AntiAliasingQuality 1” or simply use FXAA instead of TemporalAA, the ghosts go away.

Thanks, that helped :slight_smile: (but that temporalAA is better AA in other ways)

FXAA at least doesn’t kill fine detail, doesn’t kill vegetation, and performs much better on lower end hardware. AND does not blur the whole image.