I want to take stills for print with as much detail as my system will allow. I know how to use the High Resolution Screenshot menu choice, and its custom depth mask. I also know how to use the “HighResShot” console command. I’m successfully producing very large files for downsampling, but am still unsatisfied with the apparent sharpness.
I’ve searched the forums and found references to “Razor Sharp” stills. I have a background in photography, so perhaps I have unrealistic expectations, but I haven’t yet produced an image I would call “razor sharp”.
I’ve found references to a “two blueprint console command” method that involves using standalone game mode, but I haven’t been able to make this work for me. I need to be able to set cameras and frame shots with great and repeatable precision, and I haven’t been able to get the commands to work (I’m not a gamer, so maybe my inexperience in this department is the problem).
I’ve read all I can find on anti-aliasing methods, and on camera and PostProcessVolume settings – still without achieving noticable improvements in image sharpness.
I like to use Nvidia DSR to increase my desktop resolution to the max possible value. Then I maximize the viewport and take a screenshot using the Windows Snipping Tool (if you use the HighResShot you’ll lose temporal anti alias). Then I downsample the screenshot in Photoshop to get a crisp final image. You can also increase screen percentage to help with definition.
If you have a good NVIDIA card You can use Ansel to take crazy super high resolution screenshots and then downsample if you need to. Also try the console command r.tonemapper.sharpen followed by a number greater than 0 (Not sure how high it goes to)
Unreal always looked muddy to me, that’s why I bought Chameleon post process. Gets rid of the issue, the sharpening looks great. You can also sharpen the AA on top of that with console commands.
r.TemporalAACurrentFrameWeight 0.1
r.TemporalAASamples 4
r.Tonemapper.Sharpen 0.7 (this is my personnal settings, I’d go between 0.5 to 0.8)
I was going to recommend the TAA settings as well. I go down to 2 or 4.
If performance is not an issue, you can force LODs and reduce mipmapping. Biasing the mipmaps usually doesn’t give any issues, but occasionally depending on the detail of the texture, you can get moire patterns/flickering(especially with low TAA samples) if you move. Typing these off the top of my head right now, but they should be close enough for you to search for in the console…
r.ForceLOD = 0 / r.ForceFoliageLOD = 0 if you have things painted down with the foliage painter
r.MipMapLODBias = -15 (overkill, so you can go backwards to 0 and find the sweet spot. Note that this negates the MipBias texture settings if you sharpen/blur)
Increasing shadow resolution helps as well. I use the experimental PCSS filtering too, which gives you a little more room to lower the bias setting.