3D Widget is blurred using Temporal AA

We are developing a VR title. We would like to display some information in the scene.

In our test, if disable anti-aliasing, the widget displayed normally. If we turn on the anti-aliasing using TemporalAA, it is too blurred to recognize.

I found there are some similar problems, but didn’t find a proper solution.
Is there any configuration to avoid this problem?

There are screenshots in different anti-aliasing:

Figure1. No AA

Figure 2. Temporal AA

I had the same problem… in 4.13, my solution was to simply swap from Temporal to MSAA when in menu, then swap back. However, now that I’ve updated to 4.14 and the anti-aliasing is moved from the post-process volume to a project setting, it seems swapping AA methods at runtime is no longer supported, so I’m back to trying to sort this problem out again (since I’m unwilling to compromise dropping Temporal AA).

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We had the same issue. The only thing we did was use FXAA instead. Not as pretty but this issue is a killer for 3D UI’s.

We are having this same issue in our 4.17.1 project. Temporal AA works fine except for text on 3D UI widgets. The text becomes unreadable as soon as the camera moves, and only becomes readable again after the camera stays still for a second or two.

Switching the project settings to FXAA solves this problem and makes the UI text looks fine, but unfortunately everything else looks way waaay worse when using FXAA instead of Temporal AA. FXAA basically looks like there’s no AA when compared to Temporal AA.

So basically we have to choose between the whole world looking jagged as ■■■■ but with readable UI, or the world looking very nice but UI text being broken. This doesn’t feel like a great choice to have to make…

A year later this problem is still not resolved. Epic, what’s wrong with you? 4.18 is here, but no positive changes in that case.

For people who have blurry/pixelated widgets in worldspace with TXAA on: Dupe your widget material, make sure its set to Translucent and Unlit, then tick the Responsive AA tickbox under Translucency.

Don’t know if that bad boy impacts performance or anything, but it certainly seems to alleviate the AA shimmering on 2d widgets in worldspace. I had an animated character I made in Spine that looked like pixeltrash before I ticked the above.

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that worked, thanks!

I’m using Temporal Super-Resolution (TSR) and the fix for me was creating a new material, setting it to Translucent and Unlit like lankyman10 said, but, instead of using “Responsive AA”, I enabled “Output Depth and Velocity” under “Translucency” on the material. The difference is night and day.

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