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Temporal AA vs No Anti-Aliasing vs FXAA 1 год назад


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Temporal AA vs No Anti-Aliasing vs FXAA

This video compares: 1: Temporal AA. Best and standard UE4, causes flashes when readapting mesh position. 2: No Anti-Aliasing. Too sparkling but no flashes when readapting mesh position. 3: FXAA. No flashes, no sparkling, but gets blurry at the distance. Which one you think looks best? Option 2 or option 3? WPO movement in map causes issues when updating the location of the static mesh in the world. A static mesh cant move indefinitely in the world using the WPO because its bounds will at some point make it not render. So for that we need to update the location of the static mesh in the world every now and then. But like all things in gamedev, one solution creates another problem. And updating the location of the HISM, and reseting its WPO offset, will cause it to flicker. The solution for that is to disable the Anti-Aliasing and the Motion Blur. Is that it really worth it?   / lastiberianlynx     / discord  

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