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"

Stencil Buffer Depth value inconsistancies with MSAA

There appears to be some inconsistency or precision issues with scene depth and stencil buffer depth values when using MSAA instead of FXAA/TAA.

For example, Tom Loomans post process outline material outlined here: http://www.tomlooman.com/multi-color-outline-post-process-in-unreal-engine-4/

Will work as intended with TAA or FXAA, however has edge cases where the depth comparison between the Scene Depth node and the Custom/Stencil depth (for occlusion detection) is slightly different on thin geometry or edges (seems like precision issues) counting visible pixels as occluded in the check.

Also a simple post process that renders a flat color instead of scene texture of objects in the custom depth buffer that are occluded will show artifacts with MSAA on thin geometry and at edges but will be clean with the other AA options.

I am unaware of if this is an expected issue with MSAA because of how it re-samples the scene but figured I should bring it up.

Product Version: UE 4.16
Tags:
more ▼

asked May 25 '17 at 06:44 PM in Rendering

avatar image

mordentral
69 4 8 12

avatar image Priareos Aug 13 '17 at 08:53 PM

I'm having the same issue and it's annoying, because i have to use FXAA instead of the awesome MSAA, just because of this issue... My thread is here (also no answer so far): https://answers.unrealengine.com/questions/530926/msaa-not-working-with-custom-post-processing-custo.html

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

1 answer: sort voted first

I think that maybe you could make a postprocessing material that does antialiasing instead of using MSAA, so you can solve those issues you have with that AA method on the custom one (unless you want some sort of supersampling; in that case I don´t know) ; If you don´t know where to start, maybe you can use a kernel that looks for differences in the stencil buffer and world normal to blend pixel colors.

more ▼

answered Jan 16 '19 at 06:26 PM

avatar image

FBGPRO
1 1 2

(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