Smearing in a Bink Media Texture material with TSR Enabled

I’m using Bink to stream a video to static meshes. I’m using a material very close to the default material generated by bink, using the “Create Material” option, though this is also reproducible with the default bink material. It’s a Default Lit, Opaque, Surface material.

With any other Anti Aliasing setting, the video stream looks crisp in-game, but when set to TSR, I get significant smearing, particularly noticeable in parts of the video with more movement. I’m looking for ways to address this that don’t involve changing my anti aliasing setting. Based on my research so far, I’ve tried the following with no luck:

  • Ticking “Has Pixel Animation” in my material
  • Configuring a Custom Depth pass
  • Changing Project Settings -> Engine -> Rendering -> Optimizations -> Velocity Pass to “Write during base pass”

I’d greatly appreciate any ideas on what else I could t

Steps to Reproduce
Create a BinkMediaPlayer/BinkMediaTexture, and stream a video to a static mesh, with anti aliasing set to TSR. There is significant smearing of the video.

Since you’re working on a game, you could potentially try a depth-aware overlay material. However, this isn’t a super reliable technique, and it’s not actually recommended. There are some videos on using overlays or other material settings on YT (like YouTube, which isn’t Epic-made/endorsed but potentially helpful to check out).

Depending on your game’s performance needs, there’s an experimental plugin that addresses this issue called Holdout Composite. After enabling this, you’d be able to attach a Holdout Composite Component to any primitive component. This Holdout Composite Component renders the primitive separately and composites it back in through a holdout mask. On the media plate actor, there’s a checkbox for Enabled Holdout Composite in 5.6; In 5.5 or earlier, you’d need to right-click to create that component. Please note that this is usually better suited for non-game media projects, since it relies on the project settings (Alpha Holdout and Support Primitive Alpha Holdout set to true) that add performance cost.

Beyond that, your other option would be to switch your anti-aliasing method, as mentioned in your post.

I hope that helps!