How to manage foliage aliasing/dithering on grass & trees without TSR?

Ive used many commands pertaining to dithering such as foliage.DitheredLOD=0 yet its still very dithered and very ugly.

I even got to a point where i just deciced to remove all foliage - but it only worked on grass and tree leaves remained. So even in my doomsday scenario I can’t get rid of this troubling effect.

If anyone has any advice I’d really appreciate it.

Your options are:

  1. Use forward rendering and take advantage of coverage to alpha
  2. Use FXAA
  3. Live with it

FXAA is useless against this, UE5 really needs better post-processing options like SMAA.

Also, are you telling me Epic forces dithering on foliage in deferred dendering?? Theirs no way to disable it?

If so - wow. That’s very unexpexted from a general purposed engine to be that restrictive. I think im going back to Unity id this is true, i’m not using Unreal’s forward as they practically abandoned it.

It doesn’t, there is some camera jittering that happens natively with TAA/TSR but it shouldn’t happen if you aren’t using those. Aliasing in general however is ubiquitous in all games and engines, particularly for foliage. But then I also have no idea what it is you’re seeing so for all I know you could be describing something completely different from what I’m imagining.

Post screenshots or a video if you want a more specific answer.