hello,
i built a level and started noticing jittering on some of the objects in the level and thats how i found out about anti-aliasing methods to fix this issue, i used TSR method for AA, and suddenly i noticed my stat unit GPU is high.
the question is how do i lower the post process cost with AA on, i know im still bottlenecked with the gpu and im still working on it playing with the lighting and shadows. but the post process issue is what frustrating me now
i added a material to the post process for highlighting some of the important objects in the level
You can do a few things but you’d have to do some C++ and advanced coding in order to modify the AA. Many features depend on the use of TAA / TSR, so I suggest it’s left on. It seems like the TSR is upscaling to a higher resolution than what the other does, so it actually gives you a higher resolution.
You should override the resolution and look at the numbers again. Doing a fully compiled package game and trying will give you more accurate results than debugging in the editor.
sorry for replying so late i was away for the past several days.
i’m not looking to do some advanced coding i don’t feel like im there yet, but from what i understand using TSR will work on current gen on all platforms exclusively. so i changed it to TAA and found out about screen percentage so i played with it a little and i saw some improvement then later on i found about far view plane and i played with it and it improved a little further, and changed some scalability settings, after that it improved a lot.
but it still needs a little optimization on other aspects like lighting shadows and lumen which brings another question, could i maintain a 8ms gpu time while using AA and lumen together?
changed it to TAA and played with screen percentage and far view point and scalability settings and saw some good results, thanks for replying and sorry for responding so late.