Most VR games are made in Forward Rendering because of this issue. However our game will also be a desktop game too not just VR, as a result were using UE5.4’s Deferred Rendering.
We decided to use FXAA for the project due to other methods causing motion sickness issues for play testers in VR mode. My question is how do we reduce aliasing in Unreal Engine 5, especially when using more primitative / simple forms of AA?
I found out some tips like using r.MinRoughnessOverride to help reduce aliasing, which from my research Fortnite does this when switching to FXAA as well and I find the aliasing in that game to be acceptable with such techniques – but of course our game will have a very different art style thats more photoreal.
I’m interested in learning about more things that can be done. Whether the tip helps with overdraw, specular aliasing, or anything, doesn’t matter, let me know, thanks!