keywords: UE5, Anti-Aliasing, Temporal Super Resolution (TSR), Temporal Anti-Aliasing (TAA), D3D11, D3D12

The previous article: UE4 Anti-Aliasing Notes

TSR vs TAA in D3D11

TSR is a new anti-aliasing method for Nanite that optimized for 4K resolution rendering, but it has a higher base overhead.
You can switch to TAA to save performance if don’t need Nanite.

Testing env:

  • Unreal Engine 5.3.2
  • CPU: AMD Ryzen 9 3950X
  • GPU: AMD RX 5700 XT
  • Scalability Group = Epic

Engine.ini (Anti Aliasing Method: TSR, DirectX 12)

[/Script/WindowsTargetPlatform.WindowsTargetSettings]
DefaultGraphicsRHI=DefaultGraphicsRHI_DX12

[/Script/Engine.RendererSettings]
r.AntiAliasingMethod=4

Engine.ini (Anti Aliasing Method: TAA, DirectX 11)

[/Script/WindowsTargetPlatform.WindowsTargetSettings]
DefaultGraphicsRHI=DefaultGraphicsRHI_DX11

[/Script/Engine.RendererSettings]
r.AntiAliasingMethod=2
r.TemporalAA.Upsampling=True

Nanite: TSR vs TAA

Nanite meshes that far away from camera look a bit blurry in TAA, this’s because the default value of r.ScreenPercentage for TSR is 66.667, when you switch from TSR to TAA, you need to increase r.ScreenPercentage to improve image sharpness.

Issue: Pixel flickering / glitch by TSR

Solution:

r.TSR.ShadingRejection.Flickering.AdjustToFrameRate 0
References

Temporal Super Resolution. A high-level overview of the Anti Aliasing options available in Unreal Engine.
https://docs.unrealengine.com/5.3/en-US/temporal-super-resolution-in-unreal-engine/


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