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/


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