To me it looks like the entire image in the 5.6 vs 5.5 image is noisier / more aliased. Perhaps it is just more noticeable on the throne. I’ve highlighted some more areas where I think this is happening, but to me it seems like the ground and trees are also noticeably more noisy in the 5.6 image, compared to the 5.5 one. Though this could be due to slight image content differences. I think the quality difference is most noticeable on the bridge meshes and tree shadows. These appear obviously smooth in the 5.5 image, but very quite in the 5.6 image.
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For us to help debug this we will need some more information. To start with, can you answer the following questions:
Can you tell us what Antialiasing method you are using for this project?
If you migrate one of these assets to a new clean 5.7 project, does the same issue occur?
If you could also provide your rendering settings from your DefaultEngine.ini, that would also be helpful.
thanks for these. I think the issue is either related to one or more of the post-processing or anti-aliasing default settings having been modified in 5.6 or not being properly being applied (possibly because they are overridden once the game starts).
Does this issue occur in cooked builds only or also in the editor? To confirm that this is TAA related, can you check if the problem persists when changing the anti-alias method to TSR?
Can you please provide the values for the following CVars at runtime:
r.AntiAliasingMethod
r.ScreenPercentage
r.FXAA.Quality
r.TemporalAA.Quality
r.TSR.History.R11G11B10
r.TSR.History.ScreenPercentage
r.TSR.History.UpdateQuality
r.TSR.ShadingRejection.Flickering
r.TSR.RejectionAntiAliasingQuality
r.TSR.Resurrection
r.Tonemapper.Sharpen
r.TemporalAACurrentFrameWeight
Do you have any other upscalers (such as DLSS or FSR) enabled in your project? In some cases, those may interfere with Unreal’s screen percentage and other TAA/TSR related settings.
Thanks, I had a look at the changelog for 5.6, looking for any changes in anti-alias algorithms that could explain the visual difference between 5.5 and 5.6, but could not immediately identify anything. I wonder of the isometric nature of the scene is throwing off the anti-aliasing algorithm.
Can you provide some more details on how the isometric look is achieved (for example is it using the Paper2D plugin)? Alternatively, would it be possible to provide a small geometry asset which looks correct in 5.5, but has jagged edges in 5.6? That would make debugging on our end a lot easier.
After discussing this issue with my colleagues, it’s also possible that something changed in filtering scene textures (e.g. scene depth) used by the post-process material. Can you compare the 5.5 and 5.6 scenes with post-processing disabled?