Temporal AA Blurs Animating Textures.

So I’ve made a top-down game where toy tanks can tread about and fire. As the tanks move, I offset their tread texture based on their speed. This works well, except for the fact that temporal AA is blending the texture while it moves, so rather than the treads looking like they’re treading, it becomes a blurred mess. The bullets that the tank fires also blur into the floor and become near invisible! I’ve tried changing the AA method to FXAA, and while it did fix both issues, the aliasing became so terrible, that I don’t want this to be my solution. Same goes for MSAA.

FXAA:

217125-fxaa.png

TAA:

217126-taa.png

So my question is this: Is there any way I can use TAA without it blurring specific moving textures or objects? (or just tone down the blurriness in general) Or alternatively, is there any way to use FXAA, but still blur the edges of background objects so that they don’t look terrible as the camera pans? Thanks.

I am also very interested in solving this problem. Hopefully somebody can offer some good advice.

For simple animations such as translation and rotation, the blur can be eliminated using the Previous Frame Switch. The Previous Frame Switch takes as input world position offsets in the current and previous frames. If a material does not use vertex animation, then the Current Frame input should take a zero vector. The task is to calculate world position offset for the Previous Frame input that matches the texture animation. Here are some material snippets for UE 5.0 demonstrating the described principle and a more detailed explanation.