Edge Glow with TXAA

I’m using TXAA in Forward Shading Rendering mode and noticed with UE4.15 edge glowing artifacts. I haven’t noticed these in the previous versions. The artifacts occur when the camera is not moving for a while. The artifacts are especially noticeably with a low resolution scale. Is there a way to get the old TXAA behaivour back?

I noticed that the edge glow vanishes when gaussian depth of field is disabled.

Hey ,

This could be expected when using high values for Gaussian DoF with how TAA works. It all depends on the visual you are going for, do you want a crisp image, or do you want a softer smoother image. That will determine your AA choice.

Can you reproduce this in a new blank project and provide me with steps to do so?

Thank you,

Hey Mr. ,

thank you very much for responding. For the Gaussian DoF I only use a ‘Far Blur Size’ between 0.02 and 0.2 depending on the sun position. My combination of Gaussian DoF and TAA worked fine in 4.14. Maybe the result comes from the TAA modification in 4.15.

The effect is stronger with a low resolution. I attached a link to a project with the settings.

So I tested this out and found something interesting. The only way I am able to really see the outline is if I re-scale the active viewport and leave it out of focus. As soon as I click back on the scene window, the outline effect nearly vanishes.

In any case there was a bug entered for this issue specifically which you can track by following the link below. It should be fixed in the official release of 4.16, but you might be able to check against the preview to see if it is resolved there.

[UE-42119][1]

There might be something going on in your game where you lose focus of the window, but below is a comparison of rescaling and showing the effect, then clicking back on the window. Perhaps you need to update your video drivers?

After Viewport Resize

After Clicking on Viewport

I did notice that using MSAA completely gets rid of the outline effect on my end. I would maybe look into using MSAA as it produces very sharp and clean results and works well with the forward renderer as well.

Let me know if you have further questions.

Cheers,

The verification for the fix did not pass, so it got punted to 4.17 which is reflected in the Target fix field on the public tracker. You can use the link in my answer above.

I just found that this was fixed at 4.15 but currently broken at 4.16.1.
Fix was at this PR but this is missing at 4.16 https://github.com/EpicGames/UnrealEngine/commit/c7dccd0073d4e2be655f3c05afd936401b8ebafe