Hi there,
Now that Aximmetry supports UE5 which has a native upscaling tech inside, I was wondering if it would make sense and how to use it for virtual production, since the resolution of the project is controlled from Composer.
Temporal super resolution (TSR) promises quality similar to native 4K at the cost of standard HD, or HD at the cost of 720p for instance. Unlike DLSS it's also supposed to work straight out of the box on both AMD and NVIDIA cards, with no plugin headache.
Being that UE 5 is also by default more demanding on the machines than UE4 (with lumen global illumination, virtual shadows, nanite etc... unless you specifically turn them off) it sounds tempting, but my early tests aren't that conclusive, so I'm wondering if I'm doing it wrong and if there are specific caveats to be aware of (eg: with billboards or whatnot).
Has anyone got to make it work and has a good workflow?
Thanks
Hi Eric,
Note that:
In Unreal Editor for Aximmetry, the default antialiasing method is TAA because we found that TSR can cause rendering errors on the billboard if it is occluded by an opaque object.
If this is not an issue in your use case, you can switch to TSR.
https://aximmetry.com/learn/tutorials/for-aximmetry-de-users-unreal-engine-5/ue5-how-to-install-and-work-with-the-unreal-engine-based-de-edition/#setting-up-objects-in-front-of-the-billboard
Warmest regards,