Exactly what the title says. I’ve been working on the project entirely without Anti-Aliasing to achieve a downscaled retro style, but after expanding the project and making it in a different style, I’ve turned on AA (both TAA and TSR gives the same result) again, and it works PERFECTLY in-game and in the editor when gizmos are turned off. Once I turn gizmos back on, however, everything (grid and collision spheres) intersecting only slightly with the terrain goes completely crazy! I’ve never experienced something like it before, even in all the projects where I have used AA. Does anyone know if there is some setting that makes this happen?
This is the editor debug draw, not your scene anti-aliasing. You already separated the two cases: TSR and TAA are clean in-game, and they are clean in the editor as soon as gizmos are off. The grid and the collision spheres are thin debug lines drawn with no motion vectors. TSR/TAA keep a history buffer, and where those lines barely intersect the terrain their depth does not match the landscape pixel they sit on, so the history is rejected every frame and the lines crawl. It gets obvious once the level is a real lit landscape instead of a flat unlit retro scene, because there is actual depth for the lines to disagree with.
You do not have to work with AA off:
- Leave Project Settings, Rendering, anti-aliasing on TSR or TAA for the game. The level viewport has its own override: viewport toolbar, Lit, Anti-Aliasing, FXAA or None. That only changes the editor view. PIE still uses the project setting.
- Turn the grid off while AA is on (Show, Grid, or the G key). Same for collision view: enable it only while you need it. Those debug lines will shimmer under TSR no matter which rejection cvar you set. r.TSR.ShadingRejection does not apply to editor gizmo draws.
- If a mesh, rather than the grid or a collision shape, flickers the same way, that is a different bug. That mesh needs motion vectors, usually World Position Offset written with the same offset into the previous frame (Previous Frame Switch). Gizmos are not that case.
Nothing is wrong with the AA setup that ships. Use FXAA or None in the editor viewport when you need a stable grid, and judge the image in PIE or standalone.
Thanks, using FXAA in the editor did the trick! I really appreciate that you actually explained with why it’s like that instead of giving a shady solution without reasoning.