Anti-aliasing seems to have no effect

Hi, I am band new to UE4, coming from Unity. I need to create a mobile architectural visualisation. I have created a blank project with starter content and ran it on a device. My question is can I increase the quality of the anti aliasing. I have set all the Engine Scalability Settings to epic and tried both TemporalAA and FXAA set to 400 in the Global Post Processing Volume. It seems like whatever changes I make does nothing. I even turned off the Global Post Processing AA and added a PPV around one of the items with AA turned on and I couldn’t notice a difference.

Here is a screen shot from my device: iPhone 6, Engine Scalability = Epic, GPPV: TemporalAA = 400, Metal enabled

The overall rendering quality is really bad for the default scene, what do I need to do to increase it? Any good tutorials on enhancing mobile rendering quality?

Thanks

Edit

So I just found this here: [Mobile/PostProcessEffects][2]

“Screen Percentage” is unsupported. Only the 100.0 setting works. “AA Method” supports “None” (the fastest) and “TemporalAA” which provides a special mobile temporal AA which provides something around 2xSGSSAA with a little bit of judder in motion. Postprocess materials (through Blendables) are not supported on mobile.

Surely this is not as good a it gets in UE4?

Hi. Did you find a solution? I have the same problem, anti aliasing seems to not do anything on mobile.

Yes, I did. In the Post Process Volume the AA Method needs to be set to TermporalAA. Then you need to set the device profile. To do that you need to locate your project directory. In the config directory you should find a DefaultDefaultProfiles.ini file. If its not there then download the sun temple project and copy the one from that. In the DefaultDefaultProfiles.ini add the following attribute for you target device.

+CVars=r.PostProcessAAQuality=4

So far my experience with UE4 on the mobile has not been great. While UE4 does has some nice features I have found I can get better quality from Unity on a mobile device, and the development time with Unity is a hell of a lot quicker. The UE4 editor crashes quite frequently and the community is terrible. For example how long did this simple question go unanswered.

For desktop development UE4 is really nice. Some amazing feature straight out of the box, and it looks amazing with very little effort required. But on mobile its really restricted.

Here is an example of a DefaultDeviceProfile.ini file with AA enable on the iPhone 6

[[iPhone5s DeviceProfile]
+CVars=r.MobileContentScaleFactor=2

[iPadAir DeviceProfile]
+CVars=r.MobileContentScaleFactor=2

[iPadAir2 DeviceProfile]
+CVars=r.MobileContentScaleFactor=2
+CVars=r.BloomQuality=4
+CVars=r.LightShaftQuality=1
+CVars=r.PostProcessAAQuality=4
+CVars=r.AmbientOcclusionLevels=3
+CVars=r.AmbientOcclusionRadiusScale=1.0
+CVars=r.DepthOfFieldQuality=2
+CVars=r.LightFunctionQuality=1
+CVars=r.ShadowQuality=4
+CVars=r.Shadow.CSM.MaxCascades=4
+CVars=r.Shadow.MaxResolution=1024
+CVars=r.Shadow.RadiusThreshold=0.03
+CVars=r.Shadow.DistanceScale=1.0
+CVars=r.Shadow.CSM.TransitionScale=1.0
r.Streaming.MipBias=0
r.MaxAnisotropy=8
r.Streaming.PoolSize=1000

[iPhone6 DeviceProfile]
+CVars=r.MobileContentScaleFactor=3
+CVars=r.BloomQuality=4
+CVars=r.LightShaftQuality=1
+CVars=r.PostProcessAAQuality=4
+CVars=r.AmbientOcclusionLevels=3
+CVars=r.AmbientOcclusionRadiusScale=1.0
+CVars=r.DepthOfFieldQuality=2
+CVars=r.LightFunctionQuality=1
+CVars=r.ShadowQuality=4
+CVars=r.Shadow.CSM.MaxCascades=4
+CVars=r.Shadow.MaxResolution=1024
+CVars=r.Shadow.RadiusThreshold=0.03
+CVars=r.Shadow.DistanceScale=1.0
+CVars=r.Shadow.CSM.TransitionScale=1.0
r.Streaming.MipBias=0
r.MaxAnisotropy=8
r.Streaming.PoolSize=1000

[iPhone6Plus DeviceProfile]
+CVars=r.MobileContentScaleFactor=0

[Android_Low DeviceProfile]
+CVars=r.MobileContentScaleFactor=0.5

[Android_Mid DeviceProfile]
+CVars=r.MobileContentScaleFactor=1.0

[Android_High DeviceProfile]
+CVars=r.MobileContentScaleFactor=1.0

[Android_Adreno200 DeviceProfile]
BaseProfileName=Android
+CVars=r.MobileReduceLoadedMips=1

[Android_Adreno203 DeviceProfile]
BaseProfileName=Android
+CVars=r.MobileReduceLoadedMips=1

[Android_Adreno205 DeviceProfile]
BaseProfileName=Android
+CVars=r.MobileReduceLoadedMips=1

[Android_Adreno220 DeviceProfile]
BaseProfileName=Android
+CVars=r.MobileReduceLoadedMips=1

[Android_Adreno225 DeviceProfile]
BaseProfileName=Android
+CVars=r.MobileReduceLoadedMips=1

[Android_Adreno320 DeviceProfile]
BaseProfileName=Android_High

[Android_Adreno330 DeviceProfile]
BaseProfileName=Android_High

[Android_PowerVR540 DeviceProfile]
BaseProfileName=Android
+CVars=r.MobileReduceLoadedMips=1

[Android_PowerVR544 DeviceProfile]
BaseProfileName=Android

Thanks for your answer. I tried it, but unfortunately it has no effect. Like you say it is very annoying that no one in the community has a solution for this as it should be really easy. The content examples from epic look much better so there should be a way of fixing it.

Try setting it to ‘Unbound’ so it effects your entire scene/level.

because the UE4 baseengine.ini already have the parameter,so you should remove “+CVars=”

How does the engine select which sub-profile to use? For example there’s Android and Android_Low and Android_High. There’s nowhere to set this in the editor. Can the user choose on the device?