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)



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



Nanite: TSR vs TAA

Nanite meshes that far away from camera look a bit blurry in TAA.

Issue: Pixel flickering / glitch by TSR


r.TSR.ShadingRejection.Flickering.AdjustToFrameRate 0

Temporal Super Resolution. A high-level overview of the Anti Aliasing options available in Unreal Engine.

He who cheats the earth will be cheated by the earth. -Chinese Proverbs