I miss MSAA. That's probably my biggest gripe about modern deferred rendering engines. I feel like any time it comes up, people point out that it's not perfect with transparency or certain other aspects, but even so I still WISH I had the option.UE3 version running MSAA 8x + TrSSAA 8x is much better at AA than the last shot while hanging around 60 fps on a 980Ti in general. I really hope that Epic will add MSAA support to UE4 at some point.
I miss MSAA. That's probably my biggest gripe about modern deferred rendering engines. I feel like any time it comes up, people point out that it's not perfect with transparency or certain other aspects, but even so I still WISH I had the option.
I get the impression tons of hobbyists are submitting updates to UE4 so technically I guess any of us could work on adding MSAA ourselves. I'm guessing it must be tough or someone would have already done it, but who knows.
I'm a fan of UE4 being open-sourced and the engine is pretty cool in general, but I really wish there wasn't so much post-processing and chromatic aberration in general. If there's post-processing / CA in Ethan Carter, it's using something other than the default edge fringe stuff so you can't kill it with the console command apparently.
Anyone know any guides to finding FOV values in a game through Cheat Engine when you can't change the FOV and you don't know the exact value?
Thanks in advance.
I can't unsee Tom Cruise now.
Yeah I am, that combined with some aggressive SMAA settings are probably what's making it look so soft.How are you getting it to look so soft? Are you using a Guassian Blur shader?
I can't unsee Tom Cruise now.
UE4's TAA is absolutely fantastic in terms of quality/performance though. Probably the best method currently available for dealing with all kinds of aliasing artifacts (spatial, temporal, sub-pixel, shader, etc.) with low performance overhead.The situation with AA in UE4 is basically what I was afraid of. You have a plethora of post AA options which are all pretty much crap and then you have a SSAA which kills the performance completely.
Watch for any sort of FOV change and search for changed values (usually float). Sometimes the game may change the FOV as part of the camera bouncing around, especially in 3rd person games. I though here was no way to trigger a FOV change in Prince of Persia until I noticed the FOV increased whenever the camera was pushed into the ground looking up. Then noticed a value near the camera structure that was changing in concert with this and realized it was the FOV. Also look for any situation where the FOV might change, usually scripted cinematic sequences will have a lower FOV than normal gameplay.Anyone know any guides to finding FOV values in a game through Cheat Engine when you can't change the FOV and you don't know the exact value?
Thanks in advance.
Watch for any sort of FOV change and search for changed values (usually float). Sometimes the game may change the FOV as part of the camera bouncing around, especially in 3rd person games. I though here was no way to trigger a FOV change in Prince of Persia until I noticed the FOV increased whenever the camera was pushed into the ground looking up. Then noticed a value near the camera structure that was changing in concert with this and realized it was the FOV. Also look for any situation where the FOV might change, usually scripted cinematic sequences will have a lower FOV than normal gameplay.
What's the game? There may be another tool that already allows FOV changes such as FlawlessWidescreen or Widescreenfixer.
UE4's TAA is absolutely fantastic in terms of quality/performance though. Probably the best method currently available for dealing with all kinds of aliasing artifacts (spatial, temporal, sub-pixel, shader, etc.) with low performance overhead.
You can always run a sharpening filter over the result (or combine it with moderate levels of downsampling with a very sharp kernel) afterwards.
UE4's TAA is absolutely fantastic in terms of quality/performance though. Probably the best method currently available for dealing with all kinds of aliasing artifacts (spatial, temporal, sub-pixel, shader, etc.) with low performance overhead.
You can always run a sharpening filter over the result (or combine it with moderate levels of downsampling with a very sharp kernel) afterwards.
I think it's just a further refinement of the same principles, very well tweaked for motion, and well-integrated in the entire engine pipeline (e.g. there are ways to easily prevent specific materials from being targeted by the temporal component, which is useful for stuff like small fast-moving alpha-blended particles).do you know what they are doing differently than the smaa in ryse/nvidias txaa?(the msaa component of txaa being ignored of course)