I’ve been interested in ways to minimize the ghosting that comes with UE4’s out-of-the-box TAA solution as well. I’ll have to check out Hallatore’s method, but in the meantime I recently read Guerrilla’s recent Siggraph presentation on how they handled high quality, responsive AA for Horizon:ZD. They achieve a stable, responsive anti-aliased result using only 2 frames of data (TAA) along with FXAA and some subtle sharpening, which put together gives a very clean result on what would otherwise be extremely noisy sub-pixel hairs and foliage pixels. From what I’ve played of the game, there’s no noticeable ghosting, and the entire setup is silky smooth on old standard PS4 hardware. I’m interested in seeing if Epic ends up implementing some of this responsive AA methodology to future engine updates.
Here’s a link to the presentation, and down at the bottom of the page you can download their full 300mb Powerpoint presentation with all the presentation notes.
The AA stuff start on page 30. Here are a couple excerpts from the PP notes on pages 37 and 38: