Hi Eric,
Translucent materials, especially with very fine or high-frequency details like the thin reticle you need, are common pain points for a deferred renderer with motion blur and antialiasing, particularly when using TAA or TSR.
Some things you can try (separately):
- Set the translucent material to “unlit”
- Increase the antialiasing scalability setting
- Besides turning on “output depth and velocity”, also try increasing “opacity mask clip value”
- Draw the scope’s translucent part separately from the reticle, and use “opaque masked” for the reticle instead of “translucent”
- Draw the reticle by itself using a SceneCapture2D with a fixed resolution (unaffected by screen percentage), then combine it with the main render in a post-process material or UMG widget overlay (unaffected by motion blur and antialiasing).
- Draw the reticle into the custom depth or custom stencil buffer, then use a post-process material to overlay it over the main render.
Let me know how these go. If nothing above works, would you be able to give some more details? For example, what UE version you are using, whether nanite and lumen are enabled, and if the geometry for the scope lens and reticle is just a zero-thickness mesh like a simple quad.
By the way, this doc has some invaluable information regarding TSR, including available debug tools and a section on translucent materials.
Best regards,
Vitor