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Boost Mobile Temporal AA samples

Hey there guys,

So I'm currently working for a client that is using Gear VR. And one of the major fall backs we can see on the Note 4 is how Unreal hands it's Temporal AA on mobile. The scene itself is not too complex, runs at a beautiful 50 FPS, and we're wondering if there is a method we can use to boost or modify the Temporal AA Samples of the engine on mobile to allow for a smoother AA at the cost of a few frames.

Or if there's another AA method that can be used to have smoother lines. Thanks, Scott.

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asked Mar 29 '15 at 12:17 AM in Rendering

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avatar image SteveKouts Apr 03 '15 at 10:43 AM

Yes im looking for a similar solution to clear up aliasing and artifact prolems. The visuals on Gear VR with UE4 are no where near as nice as the demos that gear VR is showing off, Which i believe may have been developed with Unity. Is there some tips for settings we can alter to get better results.

avatar image Alesssafur Apr 05 '15 at 03:41 AM

VR demos on Gear afaik were developed in Unity and some in CryEngine - I've read on the forums there is a 'simple fix' to turn on MSAA and turn off Temporal AA which results in a small performance hit but greatly improved graphics. No one at Epic is giving us a response on how to do this yet.

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MSAA patch posted by JJ on the forums. "replace FramebufferTexture2D() in OpenGLES2.h with this:" https://forums.unrealengine.com/showthread.php?66202-Gear-VR-Engine-Changes-Requested-(for-Mobile-VR-Jam)&p=268366&viewfull=1#post268366

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answered Apr 12 '15 at 04:28 AM

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Hi Sythen,

You can use the console commands for:

r.TemporalAASamples r.TemporallAASharpness

Using these can give better results.

By default Samples is set to 8, but increasing it to 16 or 32 will give better results. By default Sharpness is set to 0.

I've reached out to one of the devs to inquire about MSAA. Once I have a response back or any relevant information I'll post an update.



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answered Apr 06 '15 at 05:26 PM

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Tim Hobson ♦♦ STAFF
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avatar image Alesssafur Apr 07 '15 at 10:48 AM

Hey there, so increasing the temporalAASamples on mobile Gear VR appears to have no effect. Would this be because Mobile HDR is broken and Temporal AA requires Post Processing (dependent on Mobile HDR)?

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