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u dropped cycle frontier because servers are getting closed - it was never your choice
Go to C:\Users\[your Windows username]\AppData\Local\Valhalla\Saved\Config\Windows\, open the GameUserSettings.ini with any editor (Notepad should do), find the AntiAliasingType=2 string, and change the 2 to 1 or 0. 1 = FXAA, 0 = no AA.
It's good to know, but why should the average player resort to that kind of draconic procedure, instead of being available in game menus?
Asking the real question here! Why can't devs just add an "Off" option to antialiasing in so many UE4 games is beyond me. Yeah, it makes some often half-rendered effects (such as reflections and hair) look extra ugly, but for some of us, it is worth it. Everything is better than smearing in motion and excessive blur.
I don't agree with the procedure being "draconian" though. After having to tweak so many UE4 games to make them look and run decently enough over all these years, I can say that editing config files had become second nature to me 😅
all of u just have ♥♥♥♥♥ ass PC`s lol dont know wat to tell ya nor do either of u know how to make a game run better without going into a config file lmao, also mby dont play ♥♥♥♥♥ ass games as well
Go on Reddit and search for the"r/F*ckTAA" sub. Lots of examples and explanations of why TAA is the cancer of modern gaming.
But seeing your writing style, I assume you're a kid or something? We're grown-ups here, discussing grown-up things. Grow up first lol
ur welcome
Also, have you ever used MSAA? 4x and above clears any jaggies from anything that isn't a semi-transparent texture (tree crones, chain link fences) or a shader effect (specular highlights). That's why it is considered very good, but not perfect for most modern games - and the performance hit in the deferred-rendered games is too high.
The perfect one is SSAA - though the performance cost of it is comparable to just increasing the resolution twice for SSAA 2x, or quadruple times for SSAA 4x. So, yeah, not good unless you have a 4090 or playing something not really demanding.
TAA is also perfect... when things don't move. As soon as movement occurs, things get slightly blurry, and there could be smearing/ghosting on disoccluded objects - especially if dithering or semi-transparency is used. One can deal with blur somewhat by using sharpening - which has its own artefacts, especially when overdone. But you can't do anything to smearing, just make it less visible by upping the resolution to 4K+ and having higher FPS. So yeah, "perfect".
The middle ground here is using a non-temporal post-process AA, such as FXAA, or SMAA. FXAA is somewhat blurry and not helps much, but at least Unreal Engine supports it. SMAA is similar to FXAA, but is really sharp and provides quality similar to MSAA and can deal with semi-transparent textures, while not having nearly as big performance hit as MSAA.
If TAA is good for you (as it is for most people) - then good for you. But many people still want an alternative. In competitive titles, I prefer no AA at all instead of smeary UE4-5's TAA/TSR.