I’m facing some weird dilemma. Have been playing with the Browser Widget and the default one has an issues with the contrast and colors of the picture. (the material setup). I’ve googled around and there was a fix for that if I swap the material with a new one, however that was fixed, but a new issue occurred. Text is now ghosting when you move leaving a trace for 0.3 sec~
Thanks for the interest, I’ve attached the best example possible. It’s most visible when there’s text. In the attached project, (it’s just 0.1mb), after clicking play you can see the issue when you move left & right.
i think the problem comes from your monitor and not the engine, the ghosting happens also on the standard material but in your case its much less visible because of the lower contrast.
Make a screenshot from the Widget in play (-> Windows Snipping Tool) and move the captured Image around, the effect should be somewhat the same.
If this is the issue you can only fix it by getting a better monitor (higher refresh rate and response times).
The ghostling happens because it is a transparent material + Temporal AA. The only way to get rid of it, is to not use transparent material and use Opaque instead.
The main reason is that transparent materials has less resolution than a opaque, with still transparent blend mode, you can increase resolution setting r.ScreenPercentage 200 and you will see that the effect almost disappear. The performance will be impacted thou, this is not a solution, it is just for you to understand the reasons.
I see, thanks for passing by! Okay, so… the “default” solution from EPIC doesn’t have that performance impact? Also what about the approach of these guys, https://i.imgur.com/tSIy0xd.png is it different, does it effect the performance?
Nothing stops you from writing 128, 128, 255… just type the values and you see (if you use sliders they will stop at 1, but you can type in values higher than 1). Those values are floats.
Transparent will not have less resolution by default. There is optimization that if you use separate transparency and then set lower resolution for that only. But in default transparent is rendered with same resolution.
Maybe I have used wrong words… I meant that transparency by definition will show less lit pixels than a opaque material and therefore less pixels will behavior in that ghostly form due to TAA as the op mentioned. I will try to refrain from being simplistic on my next posts and being more accurate, sometimes depending on the hour of the day express my ideas in english suffers a bit.
The issue is AA for the ghostling. In my testings with the material sRGBtoRGB, turn on the option: “Responsive AA” inside the material details in the section Translucency (Advanced part, click on the down arrow).