I have noticed that all my virtual screens has a kind of blurry image not sharp and thats a problem when you are using it to show images with text as is not readable at all. (Can imagine when its a PPT of the client). So I have found 2 ways to "solve" this:
-Change the render out size of the unreal through aximmetry to 4k or 2560x1440 but this eats performance too much. It works for small scenes and properly optimized.
-Change the Material blend mode to translucent so it will render after DoF but then I m getting artifacts when something bright is passing behind like the reflection of a light for example. This method also doesnt work with focus animations as it will be allways in focus.
Any suggestions on how to solve this in a proper way?
Hello,
This is an Unreal related issue. Since the video is rendered through UE4, it will still pass through the post-processing pipeline, so your settings there matter.
In UE for Aximmetry you can force turning off TAA for specific objects.
- In Project Setting set Custom Depth-Stencil Pass to Enabled with Stencil:
(you probably already set this, because it is generally needed for using billboards with Aximmetry)
- For opaque objects:
- Select the object
- In the Detail window, go to the Rendering section
- Enable Render CustomDepth Pass
- Set CustomDepth Stencil Value to 8
- For translucent objects set all above, but in addition, you have to:
- Go to the material editor by double clicking the translucent material in the Content Browser
- In the Details window, enable Translucency / Allow Custom Depth Writes
- Set Material / Opacity Mask Clip Value to 0 or some other small value This is the alpha threshold above which TAA will be enabled.