Excluding object from Motion Blurr

Hey ,

So I’ve been sitting here thinking about a solution that can make everyone happy. Please take a moment to see my previous comments if you haven’t but this is what I’ve come up with…

Option #1: 1st Cheapest Option While Keeping Temporal AA:

  • In the other game that has a cockpit and 3D Elements, I only notice this when I’m looking at those Actors with the transparent window behind. Maybe if there was an option to omit potentially the depth data and render these elements last, that could maybe help but you’d lose depth.

Option #2: 2nd Cheapest Option While Keeping Temporal AA:

  • Even though my cockpit has a glass window, if I had an option could make that transparent material render depth (which may exist), then the effect that is creating this issue at least in the cockpit, could work. Devs could put a transparent plane in front of their view. An option for this wouldn’t solve all instances though.

Option #3: Disable Temporal AA On-Demand + Motion-Blur Scale/Disable:

  • Epic could easily create a Tooltip in the Motion-Blur Scale Parameter that says, “WARNING: Temporal AA relies upon this data and setting this to a value that is not 0 could have unexpected results and is better suited with Temporal AA disabled. However, we wanted to provide this option to you and the choice for you to choose the tradeoff.” Maybe TempAA auto turns off (if enabled) when a PrimComp using MB Scale != 0 and is in Screen Space. Best Option IMHO.

Option #4: Keep Temporal AA + Added AAA UMG Features:

  • Maybe Epic creates a setting in the Project Settings that enables a secondary renderer for advanced UI. This could be forward or deferred but giving us options to enable how much quality we need and balance the perf costs. A UI not strapped to the view would potentially suffer from not knowing the depth from the default rendering pass unless it was shared between them for occulsion. I know you said something similar is planned.

Thanks again!