Final image quality LOD and Antialising

Well as the title imply, those are the questions/problems that I am facing.
Overal I have used Unreal for VR development only, but lately, I been trying as a ‘typical’ visualization tool.
For small interiors, the Unreal Antialiasing works fine, but for exteriors or large areas, you can tell when the antialiasing is not enough. Also, I have several assets with LOD and when I try to create a HR screenshot, everything comes out muddy.
Any tips or work around to deal with this, is appreciated.

In my opinion the best way to get sharp imagens in UE4 is using Nvidia DSR. Set it up to 3 or 4 times the resolution you want, take the screenshot and downsample it. Another option is to increase screen-percentage in your PPV. But as far as I know that will only work in standalone game mode. There was a console option to activate screen percentage in the editor but it won’t work anymore in the newest UE4 versions.

to use that Nvidia DSR you have to compile and export? or it will work while testing from the editor?

@rabellogp llI saw your Arstation gallery, it is very imprsive, congrats.
That scene that you are showcasing done in Unreal, from an Evermotion model. You mentioned those trees are Speed trees, those a hero tree? or a desktop mesh?? are you only loading the high resolution of them?? not with LOD correct?
Thank you.
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Thanks.

I made all of those trees in foreground from scratch (using SpeedTree Modeler). Based on poly count I would categorize them as “hero+” or something :). They have 100k~200k tris each on LOD0. I use 3 LOD on every foliage. They all turn into billboards at enough distance (I tweak those distances manually for every tree type).

The trees in the background (horizon) are a desktop version of some SpeedTree 7 model (I think it’s London Plane). Those have only the 2 last LODs (the simplified geometric one and billboards).