Project Borealis: Prologue

Project Borealis: Prologue

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GT500 Nov 11, 2024 @ 1:09pm
Request: Anti-Aliasing Settings
Please add an option to turn the Anti-Aliasing off. Adding FXAA would be nice too, since it is a built-in feature of Unreal Engine 5. It's also nice to label AA methods by type and not just quality. For instance "Off, FXAA Low, FXAA Medium, TAA High, TAA Ultra" rather than just "Low, Medium, High, Ultra".

All AA off:
r.DefaultFeature.AntiAliasing=0 r.PostProcessAAQuality=0 r.AntiAliasingMethod=0

AA = FXAA:
r.DefaultFeature.AntiAliasing=1 r.PostProcessAAQuality=6 r.AntialiasingMethod=1 r.FXAA.Quality=5

You may need to change some of UE5's filtering to use optional spatial filtering instead of temporal filtering when TAA is not on. Please see the following Reddit thread for some info that may help:
https://www.reddit.com/r/Engineini/comments/18615by/best_ue45_antialiasing_values/

Obviously dithering is going to look bad when AA is off or set to FXAA. Those of us who hate TAA and temporal upscalers usually have to live with it, but it would be cool if you could also minimize the use of dithering anywhere it is obvious when AA is off (for instance avoiding DitherTemporalAA is always greatly appreciated).

FYI: The game deletes "\AppData\Local\ProjectBorealis\Saved\Config\Windows\Engine.ini" unless it is set to Read Only.
Last edited by GT500; Nov 11, 2024 @ 1:10pm
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Showing 1-6 of 6 comments
GT500 Nov 17, 2024 @ 7:34pm 
Here's another link for info on Anti-Aliasing (written by the same game dev who wrote the one I linked to previously):
https://www.reddit.com/r/MotionClarity/comments/18wopvg/antialiasing_resource_accessibility_improvements/

There are some recommended tweaks for TAA in Unreal Engine in there, so it's not all just generic information about Anti-Aliasing. There's also a list of Engine.ini variables for Unreal Engine that he recommends whitelisting to allow gamers to customize Anti-Aliasing to their liking (so far Project Borealis devs don't seem to be doing this, but a lot of game devs block using Engine.ini to change values of variables, even in single-player games).
I would rather have SMAA.
Wolfy6 Nov 18, 2024 @ 2:03pm 
I don't even see a difference with having Anti-Aliasing on or off so I just turn it off even if my frames ain't bad lol
GT500 Nov 18, 2024 @ 6:28pm 
I would rather have SMAA.

Unfortunately there's no readily available SMAA implementation for Unreal Engine 5, so the devs would have to make something on their own. There's also the fact that there are multiple forms of SMAA, some of which are temporal just like TAA.

Of course, when there is an "Off" option for Anti-Aliasing in a video game, users can use ReShade to inject whatever Anti-Aliasing they want (SMAA, FXAA, CMAA2, Directionally Localized Anti-Aliasing/original DLAA, NFAA, etc). This gives players a ton of options that game devs don't have to worry about implementing themselves.
GeraltoDaRiviano Nov 19, 2024 @ 6:15am 
FXAA is crap. Makes the image more blurry, not clear.
GT500 Nov 19, 2024 @ 7:34am 
Originally posted by GeraltoDaRiviano:
FXAA is crap. Makes the image more blurry, not clear.

Nowhere near as bad as TAA. Unreal Engine 5's sharpening can completely negate it. Unfortunately, in deferred shading mode, Unreal Engine 5 only has FXAA, TAA, and TSR with optional plugins for DLSS/DLAA, FSR2, and XeSS. The engine technically has MSAA built in, however it's only available in forward shading mode, and unfortunately most game devs won't do forward rendered games these days. FXAA is basically the only non-temporal Anti-Aliasing that UE5 supports in deferred shading mode.
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