I would very much like an alternative to FXAA and TXAA.
My tests have yielded that Temporal AA is basically unusable in a game. The ghosting is just insane. Take, for example, the water planes example. Placing the translucent water in my map and then having Temporal AA on creates this extremely noisy “ghosting” on all areas of the water which have any form of lighting. It completely destroys particles. The torches in Elemental lose color depth and appear to animate slower due to the ghosting. I have a custom flipbook and it looks really, really messed up in Temporal AA. I cannot imagine pursuing particle effects with that feature on. I’ve found a lot of posts and videos discussing this issue and Epic basically saying nothing about it, even though it’s present in their own Kite demo.
Additionally, TXAA causes an exceptionally severe loss in visual quality by blurring the screen. FXAA does this, too, but it’s not as severe (still severe enough I would never use it).
We would like to know if there is plans to introduce support for SMAA in the future, or how difficult it would be to take the source and implement it ourselves (we aren’t programmers, so we wouldn’t even know where to start).
The most concerning part about TXAA for me is how dependent the reflections are on it. I’m content to run without TXAA, but it dramatically removes reflections. Entire meshes and alphad textures just cease to exist in reflections.
http://i.imgur.com/wn7rkrL.png - No AA
http://i.imgur.com/cdIqcjB.png - FXAA
http://i.imgur.com/UYHWyhV.png - TXAA
The differences between FXAA and No AA are only really significant in the blurring. However, TXAA clearly has a very significant portion of the reflection pipeline built into it. This seems to happen regardless of what settings I have SSR set to. Bloom values are no longer accurate, either (the bloom in TXAA is significantly subdued). Pay especially close attention to the Caution boundary and the cubes on it. They are extremely different in every case.
I google’d around about this, and the closest thing I could find is a reference to Epic changing the reflections in ~4.2, and there being a command called r.SSR.Temporal that was allegedly able to get some portion of the Temporal reflection pipeline into FXAA. It currently has no effect that I can discern.
Is there a way to get those reflections back without using Temporal AA? I would be content if I could manage that, and just never use AA.