x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Office Holiday

Epic Games' offices will be on holiday from June 22nd to July 7th. During this period support will be limited. Our offices will reopen on Monday, July 8th. 

Can you use MSAA on iOS with UE4?

The desktop side of UE4 uses a deferred rendering path which is why there is no support for MSAA there. Since UE4 mobile uses a separate forward rendering path, is it possible to use MSAA on iOS?

Product Version: Not Selected
Tags:
more ▼

asked May 01 '14 at 01:02 AM in Rendering

avatar image

supermario6532
1 1 1 2

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

3 answers: sort voted first

Since the two answers contradict each other, and this is the third google results when searching for "ue4 iOS anti-aliasing", I would like to report the results of my tests. I was not able to turn on Temporal anti-aliasing on iOS devices, no matter enabling metal forward rendering or not. I was instead able to enable MobileMSAA by modifying the BaseDeviceProfiles.ini files found in the engine folder (UnrealEngine/4.8/Engine/Config), under the [IOS Device Profile] section, in the following way:

 // Temporal AA (?) looks blurry right now
 //+CVars=r.PostProcessAAQuality=0
 // Not sure on this one - may need the whole D Buffer stuff going
 +CVars=r.Decal.StencilSizeThreshold=-1
 // mobile MSAA
 +CVars=r.MobileMSAA=1

i.e., commenting out the +CVars=r.PostProcessAAQuality=0 line, and adding the last line. I haven't tried with values greater than 1, but I noticed that, this way, MSAA was on when running on metal-enabled devices (didn't try with older iOS devices, since I don't have them at disposal) regardless that "forward rendering with metal" was enabled or not.

more ▼

answered Jul 14 '15 at 12:32 PM

avatar image

rranon
71 2 4 6

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

The only Anti-Aliasing available for Mobiles at the moment is temporal. There's a small section in the documentation on it. I've tried a few anti-aliasing methods on iOS and none of them did anything. I didn't notice much of a difference when using temporal either. You can find a small bit on available AA for mobiles under the Misc section here:

https://docs.unrealengine.com/latest/INT/Platforms/Mobile/PostProcessEffects/index.html

more ▼

answered Jul 16 '14 at 02:46 PM

avatar image

Zaeran24
151 15 19 24

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

Hey guys, Metal supports MSAA as of 4.3 using the r.MobileMSAA cvar.

We have in our to-do to add support for Android & iOS GL.

more ▼

answered Jul 30 '14 at 08:16 PM

avatar image

RCaloca STAFF
263 4 3 5

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question