How can I mitigate specular aliasing w/ the forward renderer?

sealfoss
Mon, 12 Dec 2016 00:30:37 +0000
XR Development

Ok, so I’m putting together a VR project for use with the HTC Vive, and I’m using the new forward renderer in 4.14.

I am having some pretty severe problems with specular aliasing on the majority of my content. Sparkles are everywhere. This happens, as far as I can tell, regardless of the MSAA sampling count, renderscale/screenpercentage, use of roughness maps, etc, and only goes away if I fall back on to TAA (which sucks), or I make objects’ materials completely diffuse (which also sucks).

Anyone have any pointers or advice to get a handle on this stuff?

Thank you for your consideration

4 posts - 3 participants