Whats Wrong with Epic? Anti Aliasing Technology and Terrible FXAA Quality!!

They get 2 samples per frame because of how they sample it. So they have 4 (or 2 if last frame was discarded for that pixel) to work with. I think their approach is interesting.

The TAA approach in UE4 is mostly only a problem when TAA itself introduces ghosting. Especially with the anti ghosting code enabled by default in 4.15.
The image I posted above is not caused by TAA but by the motion blur, and it all happens in one frame. I’ve been looking at it, and it actually looks like the motion blur logic around the character is wrong. It seems to sample in the wrong direction, or from the wrong pixels.
PS: There are two different motion blur code paths in UE4. The slow/strange one is only around characters and moving objects. The fast path is used for everything else that moves in the same direction.