FXX AA has jagged outlines but Temporal AA has unusable ghosting?
We're making a 2.5d game. It has a 2D cutout look and our scenes are comprised of sprites, flipbooks and 2d rigged models, all using masked shaders. We seem to be getting poor results from both methods of AA.
This is using FXX.
And this is using Temporal AA.
The figure on the left is stationary. The figure on the right is a moving flipbook. (these shots have been enlarged. The camera is a little far away from the assets.) When using FXX we get stable movement but horrible jaggies. When we use Temporal AA we get smooth, desirable stationary characters, but it completely breaks any movement with ghosting.
Is there anyway to remove the jagginess of FXX, or remove the ghosting of Temporal AA? Or is a solution in the works?
Thanks in advance.
asked Jun 29 '15 at 03:53 AM in Rendering
I don't know why FXAA looks that bad in that case - maybe the lowest quality has such issues. You can adjust the FXAA quality with this console variable - r.PostProcessAAQuality (try 1 and 2, also 0)
If your content is transluceny you don't give TemporalAA much to work with. If you use masked materials it's you need motion vectors and switching a flipbook will not provide that.
I suggest to not use TemporalAA or FXAA. 2D games can do better without it.
FXAA blurs the content and fixes the hard edges - better you use Transluceny with alpha/opacity values between 0..1, not just 0 and 1. Then you need sorting but for 2D or 2.5D this should be simple.
You also can render in higher resolution and downsample (e.g. r.ScreenPercentage 150).
answered Jun 29 '15 at 05:58 PM
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