Answering the repeated inquiries about my SMAA integration (as seen in The Vanishing of Ethan Carter Redux), I’ve decided to put it on Github for everyone to have a look for themselves. Licensed under MIT, which basically allows you to do whatever you want with it.
I’m not going to try to convince anyone about SMAA’s advantages or disadvantages over Epic’s temporal AA; your mileage may vary. Some information about the algorithm:
Here’s a (not really informative, TBH) comparison screenshot:
It should be noted that SMAA T2x and T+FXAA have considerably less shimmering on when in motion than FXAA, but that can’t be captured in a screenshot.
This is a fork of UE4 that sports the SMAA as a first-class anti-aliasing method citizen (i.e. appears in drop-downs etc.), along with something I’ve called T+FXAA (temporal + FXAA) as a bonus. SMAA is implemented only up to the T2x mode (temporal supersampling); predicated thresholding, S2x (spatial multisampling) and 4x/8x (spatial MS + temporal SS) remain unimplemented. There are branches for engine versions from 4.9 to 4.12.
Disclaimer: the code is offered as-is. Treat it as untested and experimental, I offer no support for it (though pull requests with improvements are welcome).
Contrary to what has been said on the stream, this is not a plugin, but a fork of the entire engine codebase. As of UE 4.12, there is no clean way to attach new nodes to the composition graph from outside the Renderer module, which is what would be required for “pluginization”.