Hi,
Thanks for taking time to trying it out and reporting feedback. ![:slight_smile: :slight_smile:](https://d1ap1mz92jnks1.cloudfront.net/images/emoji/twitter/slight_smile.png?v=12)
Excellent, I have not tested VR yet, but I did test split screen so in theory you shouldn’t run into surprises here. Happy to hear you didn’t run into issues!
Not quite. There was community efforts notably by hallatore (https://forums.unrealengine.com/deve…-aa-sharpening and https://forums.unrealengine.com/deve…edge-artifacts among many other forum threads).
But here the quality improvement of Gen5 TAA is in the way the history rejection works, and notably this history rejection mechanism no longer loose detail that was the source cause of bluryness before.
I here you on the performance.
It is still noted experimental work in 4.26 for quality and perf. Although it will receive some improvement in 4.26 branch even after the initial release for the benefit our next gen users that will be shipping on 4.26, but also benefiting the all users too.
It has been optimised on PS5 and XSX, and we should soon be able to have this optimizations enabled on D3D11, D3D12 and Vulkan. One is already available on PC with r.TemporalAA.R11G11B10History=1.
having said that I think I didn’t do a got job on the 4.26 preview release notes: It is more expensive, because it is at its core designed to be a temporal upscaler (TAAU with r.TemporalAA.Upsampling=1) more than it it is a TAA pass, to maintain quality when upscaling.
https://docs.unrealengine.com/Images/Engine/Rendering/ScreenPercentage/SpatialAndTemporalUpsample.webp
However as oposed to Gen4’s TAAU (r.TemporalAA.Algorithm=0 r.TemporalAA.Algorithm=1), it’s performance cost scale not only based on output resolution, but also it’s input resolution.
Therefore I want to amphasize that you be able to take fully advantage of it with:
r.TemporalAA.Algorithm=1 to switch to gen 5 TAA
r.TemporalAA.Upsampling=1 to have TAA do the upscaling and allow output TAAU resolution different from input resolution
r.ScreenPercentage below 100 to start lowering input resolution and therefore TAA cost, but also your overall frame's GPU time
Maintaining the quality with lower input resolution is what truly differentiate Gen5 TAA to Gen4’s, and we find that the savings by lowering the inputs resolution quickly outweigh the performance overhead it has while maintaining better output quality with the console optimization. Already we have cases where Gen5 TAAU, despite configured with a lower screen percentage, looks better than Gen4’s. But where the performance and quality benefit comes in, is when you can lower even more the screen percentage: not only to compensate for the higher upscaling cost, but also to free up some ms on the rest of the frame you can reinvest to increase quality or even turn-ON some other rendering features that ultimately also contribute to a higher output pixel quality.
Sorry my English is failing me to understand what you meant here. Would you mind explain a little bit more what you are witnessing?
You gonna have more information about temporal upsampling, and for sspecial case for VR on here: https://docs.unrealengine.com/en-US/…age/index.html
https://docs.unrealengine.com/Images/Engine/Rendering/ScreenPercentage/VRPixelDensity.webp