CustomDepthTemporalAAJitter Does Not Work
I've noticed an inconsistency with the r.CustomDepthTemporalAAJitter command. When disabling this feature (through the project settings or setting the Cvar runtime), it does not work on all objects that are drawn into the Custom Depth buffer.
Static Meshes are excluded from this feature entirely and they still exhibit the effects of the TemporalAAJitter when they are drawn into this buffer. Ideally this feature should be consistent across all objects that are marked for rendering into Custom Depth.
I've prepared a Demo scene to display the jitter.
Steps to repro this issue:
1: Load up the Demo Scene and hit Play
2: Press the 1 Key to toggle the CustomDepth visualization
3: Press the 2 Key to toggle the CustomDepthTemporalAAJitter command
4: Press the 3 Key, which will reduce the Screen Percentage size which will exaggerate the Jitter effect
I suspect this may be related to the DrawLists defined by the Primitive Scene Proxy, I may be able to circumvent this issue by creating a new one and forcing it out of the Base Pass, but any other suggestions would be helpful.
So there's a solution, and it's a one line fix provided you can recompile the Engine source.
In FPositionOnlyDepthDrawingPolicy::SetSharedState , you simply need to change View->ViewUniformBuffer to DrawRenderState.GetViewUniformBuffer()
After this change, the feature works exactly as it should for all primitives.
answered Jan 14 '18 at 02:27 AM
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