Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Epic Antialiasing and still seeing pixelated borders everywhere.
Same here which is why I was curious as to which type was being used.
he asked a question about the engine and not how to improve the looks of the game...
Actually fxaa is worse and also much less expensive than msaa. fxaa is what most console games use because it's so cheap but it really blurs the image.
https://docs.unrealengine.com/en-US/engine/performance/scalability/scalabilityreference
From the left: r.PostProcessAAQuality 0 to 6. The first 3 equal the Low, Medium, High, Epic settings in the View -> Scalability Options -> AA settings.
Adjusting the Anti-Aliasing quality level using the r.PostProcessAAQuality console command will adjust the quality of whichever Anti-Aliasing method you are using (FXAA or Temporal AA). For either Anti-Aliasing method, a value of 0 used with r.PostProcessAAQuality will disable the effect. For FXAA, the effect of values 2, 4, and 6, can be seen in the above image; the smoothing of jagged edges becomes better and better. Values above 6 have no effect.
For Temporal AA, there is a trade off between fill speed of the effect and quality, the higher the value you use. r.PostProcessAAQuality 2 with Temporal AA is fast to settle but jitter caused by the effect will be more pronounced. r.PostProcessAAQuality 4 will settle slower but will not jitter.
r.PostProcessAAQuality 0,1,2,3 is low medium high ultra, but it goes all the way up to 6. I don't think geometry forced anti aliasing works but i'm gonna give shader based a try
You really do enjoy playing with dead things don't you? That's thread necro, and pretty darn old one too. Where did you even find this thing from 2 years ago?
This is an old thread, and responding to old threads is called "Thread Necro" this is bad, don't do this.
Hey op. Its ue4's fxaa. ITs quite good actually. But temporal aa is much better.