Closed aymanred121 closed 3 years ago
Hmm, just checked in the code and there doesn't seem to be anything that's overwriting it, code does seem to be using the value of it for something at least. Are you sure you have TAA enabled? IIRC there's a weird r.DefaultFeature.AntiAliasing cvar you need to set for it to actually get used, could be a chance the in-game setting isn't configuring it properly.
yes, I can confirm that TAA is working - as there are some ghosting when using lower resolutions -
Hmm, dug into the code around it, seems that upsampling only activates if AntiAliasingMethod == AAM_TemporalAA (2), but the game sets AntiAliasingMethod to 5, which is some custom thing that isn't part of UE4 it seems... (E: looks like they added AAM_SMAA = 4, and AAM_HybirdAA = 5)
UE4 would set AntiAliasingMethod based on r.DefaultFeature.AntiAliasing, but looks like they removed the code for that from here too.
If I patch it to set to 2 instead of 5 the upsampling seems to work, can actually see the difference when changing it in dev-console.
Tried patching it so upsampling would work with 5 instead of needing to put it down to 2, but that just crashed my game :/ need to check that again.
E: aha, found a different way to patch it without crashing, turned out there was another spot that would check for AAM_TemporalAA though, but luckily wasn't too hard to find it. 0.1.10 should now let you use r.TemporalAA.Upsampling fine, in both TAA & TAA+SMAA modes :)
TAAU is indeed working now thx
for some reason enable TAAU by adding
in
Engine.ini
doesn't work, so it'd be nice if we could able to enable that inArise-SDK.ini