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How does global post processing effect and be effected by supersampling (screen size)?

Sometimes it works (content example, shooter game) sometimes it doesn't ! why ?

in shooter game, when I set screen percentage to 200% in global post processing options, it basically makes an ordered grid super sampling antialiasing x 4

but in reflections subway, when i do this (for post processing, and camera), it's still a 100% image rendering. same for mobile temple.

any clues ?

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asked Mar 21 '14 at 07:55 PM in Using UE4

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Deu_sex
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Hi, it has to do with the Post Process Volume... Ensure the Post Process Volume has the right priority and set Misc > Screen Percentage to 200%, etc.

For certain examples eg. Epic Games' Matinee, I created a new Post Process Volume, set the priority of that higher than the other priority, to override the first Post Process Volume. This way your second Post Process Volume can be used to turn off film grain, etc.

SSAA appears to work through Post Process Volumes and Post Process Volume overriding: https://forums.unrealengine.com/showthread.php?81664-SuperSampling-AA-%28SSAA%29-In-UE-4-%28Yay!%29

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answered Aug 24 '15 at 04:39 PM

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srmojuze
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