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Why MSAA is acting like this ?

Hi,

I switch my project from 4.13 to 4.14. I'm currently testing with an HTC Vive and in the headset I got an incredible amount of aliasing (less visible in the viewport but still present).

I made a comparaison between temporalAA and MSAA : With temporalAA: alt text alt text

With MSAA: alt text alt text

Do you have some ideas to solve my problems ?

Thanks.

Product Version: UE 4.14
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asked Feb 01 '17 at 04:48 PM in Rendering

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Diem
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avatar image Kendrickxy Apr 29 '17 at 11:23 AM

Hi,

Maybe you should check this too: It's from the 4.14 release text

Supported forward rendering features include:

Full support for stationary lights, including dynamic shadows from movable objects which blend together with precomputed environment shadows Multiple reflection captures blended together with parallax correction Planar reflections of a partial scene, composited into reflection captures D-Buffer decals Precomputed lighting and skylights Unshadowed movable lights Capsule shadows Instanced stereo compatible Some features are not yet supported with Forward Shading:

Screen space techniques (SSR, SSAO, Contact Shadows) Shadow casting Movable Lights Dynamically shadowed translucency Translucency receiving environment shadows from a stationary light Light functions and IES profiles Alpha to Coverage MSAA on D-Buffer decals, motion blur, dynamic shadows and capsule shadows

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2 answers: sort voted first

Source radius from my moving light where to big and cause all theses artefacts.

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answered Feb 01 '17 at 10:10 PM

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Diem
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I have the same problem with MSAA, it's too sharp on the edges, I decided not to use it for now.

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answered Feb 13 '17 at 12:28 AM

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smbv1
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