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

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.