SceneCaptureCube and it's Anti aliasing

I have added a SceneCaptureCube to the scene,and set it’s Anti aliasing is active.But it still hava aliasing,why?

Hello!Anyone?

Hey EVRTOP,

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It is because of this we cannot guarantee we will also be able to get to your question within the first day. It can be beneficial to also post questions on the Forums as we have many active users who may be able to help you with your issue as well.

With that in mind, I just tested your issue and it appears you might need to increase the resolution of the Render Target Texture of your Scene Capture 2D Actor. Below you can see the visual difference from lower and higher resolutions of a Render Target.

Render Target Texture - Lower Resolution

Render Target Texture - Higher Resolution

Let me know if this ended up being the answer to your issue, or if you need further assistance.

Thank you for your patience.

Hi,Thank you very much for your help! Now the size of the TextureRender is 2048(Maximum size).I mean,Why the Post Process Effects(Anti aliasing ) not working in the export images?

Be sure the ‘General Show Flags’ have ‘Anti-aliasing’ checked on as well as the ‘Advanced Show Flags’ having 'Temporal AA (instead FXAA).

You can also right-click on your Render Target Texture and turn it into a Static Texture.

Cheers,

Despite many tries, I am unable to get Anti aliasing in the SceneCaptureCube texture working. Any help is appreciated.

I tried MSAA, FXAA and Temporal AA in the project settings, temporal AA in the SceneCaptureCube settings on/off, SceneCaptureCube texture HDR on/off, resolution 1024 and 2048, and setting the scalability settings to epic.

In all cases the created SceneCaptureCube texture had no AA - the common camera of the game has.

I am having the same issues. There plenty of threads in the forums and on Anserhub. One even says that AA doesn’t work for SceneCaptures. A definitive answer would be highly appreciated.

Can anybody of the UNREAL Team please comment on that ? Seems its an issue for 2 years already.

I am having exactly the same issues. I use a SceneCapture2D to capture a scene, which I then send to a Spectator View which should show a nice view of the VR scene. Just as in the documentation of Unreal:

https://docs.unrealengine.com/latest/INT/Platforms/VR/VRSpectatorScreen/

However, when doing this, I get this horrible Aliasing issue, and the scene just looks not good. I have not found any way to actually fix this… Anybody?..

A SceneCapture2D does support AA in 4.17. If you use 4.17, it should just work.

What makes you think that. It for sure does not work in my project with 4.17

Sadly, it does not work over here… This is an example of a SceneCapture2D put on VR Spectator Screen (not zoomed in):

215759-anti-aliasing.jpg

While a normal would look like:

215760-anti-aliasing-03.jpg

I’m sure that Unreal can do better, as [this video shows][3] :

I’m using 4.17.2 and it is still aliasing. Alcatraz please elaborate why you think it should work? What was fixed and where in source?

This is the commit that added support for it, its part of a very big commit though:

https://github.com/EpicGames/UnrealEngine/commit/81ef7a206b58eb8204c9da4315aecd14cabde9c7

The commit is the

Change 3388862 on 2017/04/11 by Guillaume.Abadie

Allows Motion Blur and TAA in scene capture 2d.

They also mentioned it in the release notes of 4.17 I think. So it should just work.

Great thanks!

We have in the mean time been able to fix most of our issues. They were quite noob issues :slight_smile:

We use now

r.screenpercentage 200

to improve the visual accuracy of the output. Sadly, we noticed that the 2D Capture and the Spectator View that we were using in VR will severely impact the performance of our application. We dropped on a 1080 Ti from 90+ frames to below 45 (even with the screenpercentage at 100). This obviously is unacceptable, so we scrapped the Spectator View from the project.

Now, we set the screenpercentage higher in our project depending on the type of view we show. Some views need a higher (250) while others can do with about 150. This again to ensure we have 90+ FPS on a Geforce 1070.

Sadly, as long as the spectator view is not performant, we will not be able to use it in our projects.

Thanks again for your insights!