[UE5]Anti-Aliasing Notes
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.
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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