It would be really nice to see support for different anti-aliasing types

UE4 absolutely needs a better AA alternative, the current options are a joke.
TAA is the worst AA I ever seen, it’s not usable for natural scenes with trees, grass, rivers or other movable objects, with TAA everything looks blurred, every scene I make looks like stylized cartoonish Sht with TAA,
I don’t care if some Epic developer or even Sweeney itself came here to say that TAA is the most advanced AA ever built, NO It isn’t!!!
the trick they do with TAA to make the hard edges disappear is the f
**ing blur, that’s a very cheap and ugly method, you take the blur out and you will see the edges.

FXAA almost have no effect, specially on grass, too much aliasing, works okish on big trees, but its not an option…

I see some developers here implementing successfully SMAA on their games like “Vanishing of Ethan Carter Redux”, my question is, why epic doesn’t implement SMAA from the beginning?
A game engine needs to have options, a good AA is very important and cannot be limited to 2 crappy options.

It’s enough to post this message in one thread

Just to point out, TAA isn’t a bad solution. It’s just the more they work on it the better it looks. And TAA in UE4 needs a lot of work.

I agree, in the beginning UE4 had a worse TAA than today, but still not optimal,
believe me or not but I prefer FXAA over TAA in most of my scenes…
they really need to improve TAA, if they managed to remove the blurriness and ghosting from TAA, then Epics TAA would be a revolution of all AA options out there
in the mean time, they should give us options, just saying…

I would personally prefer they improve the TAA before implementing new solutions. TAA can be very awesome if done properly. Star Wars Battlefront III also supports only FXAA and TAA, but that TAA, is far from this TAA. Same with Doom 2016. :slight_smile:

TAA could use some controlls. I really like smooth look of image but ghosting is super annoying.

Having options would be cool, but yeah an improved TAA would be great. It’s scary that even in their flagship products (Paragon) you can see issues with the TAA and rendering - just quickly switch characters (and move the orbit cam on the character selection screen I think also does it) around and watch the ghosting against the black/dark background. If it happens in their games, what chance do we have?

I have never looked at paragon yet. I was actually hoping they’d have improved TAA for their internal use on paragon and release it in an update later.

why not add SMAA for middle quality AA? usually FXAA is low consumption AA, like -1 fps, I did’nt know how much require that in UE.

I use overlay mods at gaming, like Mediator, Gem FX or Sweet FX. My favourite is Mediator. With that program you can add a clear SMAA, then you can capture screen (remember to turn off UE’s AA). Also you can add an adjustable Luma Sharpen effect. A lot of people uses SMAA+Luma Sharpen with these mods.

Would be a nice idea to add an optional and adjustable sharpening filter to UE.

Another way is to add SSAA X4 using drivers. No matters if you have 10 fps when you want to capture screen. But again you must disable UE’s AA for don’t blurry the capture (and have no ghosting or white flickering borders with TAA or FXAA…)

it’s just blurry. All the people that I know personally IRL that played Paragon or UT disabled the TAA. it’s just too blurry and distracting and them being fast-paced games make them prime candidates of where TAA fails. from the Paragon and UT forums I’ve seen some people hate it and some love it.
it doesn’t matter how much Epic loves their own TAA. the bottom line is that as a player you’re forced to choose between blurry and gameplay-distracting graphics, or ugly graphics (as a number of features rely on TAA and have no fallback). unless you really like the TAA, but that seems far from being the majority of people

Dead thread I know, but for people who have blurry/pixelated widgets with TXAA, I just accidentally found a solution. Dupe your widget material, make sure its set to Translucent and Unlit, then tick the Responsive AA tickbox under Translucency.

Don’t know if that bad boy impacts performance or anything, but it certainly seems to get rid of the AA shimmering on 2d widgets in worldspace.

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