I’ll be honest, world space widgets look atrocious. Even with anti aliasing set to FXAA instead of TAA they look terrible. I want nameplates over the heads of characters in my game, but I want the clarity of screen space, not being affected by movement or AA, with the occlusion ability of world space, so if the character is on the other side of a wall I can’t see their nameplate anymore.
I know you can do a line trace and hide/fade it that way but, it’s not quite what I’m looking for. If anything I just wish I could have a world space widget that has absolutely 0 post processing on it at all. I want it to stay sharp just like screen space does. I just want it to not look like absolute ■■■.
Necroing this because I would also like an answer as to how to make a world space widget not undergo any post processing. An additional question I have: Many people suggest making a worldspace widget that scales with distance and rotates to face the camera on tick, but is this a performant solution, will having many such nameplates updating on tick cause a large performance hit?
I can’t figure this out either. My specific case is text. 3dWidget in world space → looks horrible. 3dWidget in screen space → no occlusion. TextRender → looks very similar to 3dWidget in world space… blurry, ghosting and AA issues…
I am not sure how to proceed. I think there must be a way to render crisp static text/widgets in world space. I am sure that many games do. I just can’t figure out how. I tried many different combinations of material and anti aliasing options, but just can’t achieve anything decent.