NVIDIA GameWorks Integration

I recently noticed nvidia branch: /tree/TXAA3-4.16
That’s UE 4.16 branch with Nvidias own TXAA 3.0, I also tried updating it for 4.18.3 : https://github//UnrealEngine/tree/4.18-TXAA but I can’t guarantee it works properly as I don’t think either the original 4.16 one or my branch does.

It’s kinda hard to tell how that’s supposed to be used, by looking at the code, TXAA should be at least enabled when AA quality is 7 and it’s selected as AA solution but it really looks just like Unreals TAA, like 100% the same. I could only make two CVARs work on it, but they also have same effect if UE4 TAA is enabled or if Nvidias TXAA is enabled, which leads me to question the results. The CVARs that did work are r.TXAADebugMV and r.TXAAUseRGB. Some of the rest might do something but it’s not obvious by looking at the effect in motion.

Also worth noting that when TXAA is selected, it will crash the editor if you try to resize the viewport, same thing also happens if you try to run TXAA on unreals forward, it just crashes the engine on launch. I think both crashing issues are related how TXAA handles motion vectors but I didn’t really examine it further as I’m not sure how to run thing properly in deferred even, or if it’s supposed to work yet? It feels very WIP atm.