Sharp Temporal AA

looks quite good, these are the exact settings I used for my UE4 summer jam entry (shootergame-based). in my eyes it makes the edges look slightly jagged but it’s also the best tradeoff I could get

however it’s a case by case basis. in the project we have at work (top-down city builder) the ghosting it very extreme from fast camera movements. I think even for third person games it’s also not enough :frowning:

even with these settings I think the biggest issue right now is how the Current Frame Weight works: it stacks on top of the previous frame which already stacked with the previous one and so on, so all each previous frame is still there, in lower opacity each time, up to infinity.
if it could somehow work that it keeps the last X frames as buffers and average them alone (so older frames are already discarded) the temporality would be greatly reduced and so the ghosting would be minimized. however I don’t think keeping X full-resolution buffer frames is really affordable :rolleyes: