Can’t declare that I’ve spent lengthy sufficient time to try it out, however I really feel that the ghosting subject of tiny/skinny objects which plagues us in UE 5.0 with Temporal Tremendous Decision AA is definitely getting worse in 5.1.
“Responsive AA” in Materials-Translucency-Superior now not works in 5.1, however then even in 5.0.3 it solely works on translucent materials. Tiny/skinny opaque object with out this selection endure the same ghosting subject, albeit to a lesser diploma.
UE 5.0.3:
UE 5.1.0:
Inexperienced: Niagara Default Sprite Materials (additive, responsive AA);
Crimson: Comparable additive materials with out responsive AA
I’m kinda tempted to report this as a bug to Epic, however I’d like to listen to from different’s like Niels if you already know any repair or workaround.
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I’m fairly certain they modified the speed collect step trigger they informed me it’d get higher. Possibly there’s nonetheless a small oversight although.
I’ll see if I can test later
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In case you render After dof, which is the place you’ll wish to render the overwhelming majority of your vfx anyway, tsr ghosting appears to have been resolved virtually utterly, in order that’s tremendous good.
Earlier than dof appears to sadly be a totally completely different story. Even with output velocity, small particles will nonetheless ghost when the vary during which movement might be discovered is just too small.
Masked appears to have improved a little bit bit. However tremendous small particles will nonetheless create points.
Altering materials move to ‘After Movement Blur’ as a substitute of ‘After DoF’ appears to resolve all the brand new ghosting points for me in 5.1
Really Niagara Default Sprite Materials is already utilizing “After DoF” move.
/Script/Engine.Materials’/Niagara/DefaultAssets/DefaultSpriteMaterial.DefaultSpriteMaterial’
However the “UE 5.1” mission video I recorded earlier is definitely migrated from an initially UE 5.0.3 mission. The ghosting doesn’t go away nonetheless I attempted to vary the DoF move and Output Velocity settings.
After creating a brand new UE 5.1 mission from scratch, the ghosting is gone when “Output Velocity” in Materials – Translucency is disabled, in any other case you must disable “Movement Vector Setting” in Niagara Renderer as a substitute. “Responsive AA” is outwardly doing nothing in any respect. The seen distinction is just too arduous to inform.
IDK if one thing must be up to date within the ini manually to allow the ghosting elimination once I simply migrate my older mission to five.1.
One quirkiness in Epic’s Content material Examples mission opened in 5.1 is that if I exploit “After Movement Blur” move, the brightness of the small particle is completely completely different, and the thing ignores depth as if “Disable Depth Check” is enabled, although it’s really disabled.
Edit: The surprising ignore depth check can be true in a newly created 5.1 mission. I assume that is certainly a bug?
Venture Settings → Rendering → Translucency → Activate Separate Translucency.
Materials Particulars → Activate Responsive AA and Translucency Cross set to After DOF.
I attempted what everybody else advised and it wasn’t working for me. It was solely after turning on Separate Translucency that this labored.
Hope this helps