FXAA - very little AA, everything remains aliased.
MSAA - good, but only in Forward Shading, which is incompatible, for example, with Water.
TAA - very blurry.
TSR - very slow on non-flagman GPUs.
@SupportiveEntity, could you pay attention to this?
supposedly because Luman and Nanite rely so heavily on TAA that IS the most supported AA option out of the box, and especially with those features enabled.
There has been a sizable request for a greater focus on MSAA, and addressing its smaller number of edge cases, but that has been ignored/Dismissed by Epic’s Engine Devs as “unneeded” with a few comments in publicly facing channels of “get a better GPU” or “use DLSS”
Hey there @Etyuhibosecyu! Unfortunately I don’t have any insight in this regard. It’s possible temporal methods just had a more favorable performance:quality ratio when decisions were made. I would recommend making a feedback post if you have other options you’d like to see!
I agree. A lot is not compatible or lacking. these are my reports:
- incompatible: MSAA + Groom
- incompatible: Lumen + Forward Rendering
Which already makes VR incompatible with the bunch, as for performance reasons people go with forward rendering there.
Now that a lot of developers (even the engine) focus on VR, and realistic additions such as strand based fur (Groom), this is odd.
As for me, the MSAA is optimal, and I don’t understand why Epic cannot make its analog for Deferred Shading, even without Lumen and RT. The description of MSAA on Wikipedia states that it does not work with translucent polygons but the translucent shaders are not switched off with the Forward Shading.
You are just confused, or wrote so intentionally?
MSAA has a performance penalty when using in deferred renderers. It also does not work for specular aliasing or aliasing happening in materials, ray-tracing or volumetrics.
Fixed typing mistake. Should have been Lumen + Forward Rendering, like the link next to it.