I'm more of a technical artist working with UE5, but I'm curious about how this is generally handled. In Unreal, camera movement seems to give me an absurd amount of ghosting, because from what I can tell, camera movement doesn't seem to take scene depth into account when calculating velocities (not 100% sure on this tho). So objects close to the camera ghost a lot. This is in the context of a top down camera that orbits around the player.
Is this a limitation of the algorithm, an oversight by Unreal, or something wrong on my setup? If this is fixable, I'd love to poke around and try to modify the engine. Any pointers would be greatly appreciated! Thanks.
#UE5 TAA implementation leads to ghosting on camera movement?
12 messages · Page 1 of 1 (latest)
Sounds like an issue with your setup.
You should only really get lots of obvious ghosting with stock TSR if you're dealing with transparencies (as that does destroy any chanec of the motion vectors working correctly).
You could also try downloading the FSR and DLSS plugins and enabling those as alternatives to TSR - see how they react to yuor current config.
TSR does look much better in that sense! But I'm working with regular TAA
Erm, the "legacy" TAA in UE5 is just a port of the UE4 TAA. It's not very good (and there is rarely any reason to use it). You should be using TSR or one of the modern options from outside Epic (FSR, XeSS, DLSS).
If you're looking for something to poke at/modify, FSR is open source.
Ahh, that's sad. I'm kinda trying to ship at native resolution, without upsamplers and such. TSR looks great at native, but its also too expensive for me
Althought TAA is a very advanced topic and so possibly not something a tech art will find that great to rewrite (you can at least play around with genearting new masks for several of the techniques and writing custom data to them to tweak results).
UE5 is designed aroudn using TAAU. Upscaling is part of the DNA of the various cost choices made. It also looks better than "native" TAA.
"Native" is too expensive, you can't afford to not use TAAU. It also looks better while doing so.
https://mastodon.gamedev.place/@shivoa/116097204349917201
4K MSAA and a mid-budget open world game (2024); RTX4070:
NoAA: 11.2ms (89fps); TAA: 11.9ms (84fps).
MSAA x2: 13.3ms (75fps); x4: 15.6ms (64fps); x8: 23.3ms (43fps) [Oooft!].
What if we theoretically added TAAU to this game (other games on this engine have done exactly that)?
1080p frame time: 4.7ms.
+CNN (1.2ms): 5.9ms (170fps); +Model J/K (2ms): 6.7ms (150fps); +Model M (2.75ms): 7.5ms (133fps).
What about pushing the old CNN model to max quality via DLAA? 11.2+1.2 = 12.4ms (81fps). No bad!
Not to say you can't do whatever you want, but the default choices are made around relying on TAAU (TSR in the stock config) to hit good frame time targets.