Hi,
I’m developing a space sim and I’m struggling very heavily with Anti-Aliasing.
The best AA method I found so far is TSR.
It smooths very well the images and gives a very good look to the game.
However, it generates a terrible “fuzziness” artifact every few seconds.
An object becomes “fuzzy” for 1-2 frames, then it goes back to normal.
To describe it, I took some images and a GIF (I apologize for the terrible quality, I hope they give a good idea of what I’m struggling with ).
Normal situation:
Fuzzy artefact:
Notice that the fuzzy artefact has definitely lower quality than the “normal” visual.
I also made a GIF (of terrible quality) to show what happens, and how short is the “fuzziness” effect.
I understand how TAA works, and I understand TSR is an evolution of TAA.
I suspect that this “fuzziness” issue has to do with the velocity, as in the sim my objects can travel at >100m/s.
The “fuzziness” does not seem to happen at speed <100m/s, and it generally happens more often, the higher the speed.
In order to improve, I tried all the TSR-related console commands, but to no avail.
Rescaling the game to have in-game speeds <100m/s in Unreal units would be my least favorite option. I’m also not sure it would work, as all models would then become smaller, and eventual accuracy limitations of the TSR might still exist.
Switching to FXAA shows many jagged edges in the meshes, so I’d like to avoid.
MSAA requires forward rendering and has limitations with lighting, and I’d also like to avoid.
Is there a way to improve TSR to remove this “fuzziness” glitch effect?
Thanks!
WhiteRaven