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Better MSAA in Unity?? (or really any better anti-aliasing in Unity?)

Discussion in 'General Discussion' started by tmr2, Jun 7, 2020.

  1. tmr2

    tmr2

    Joined:
    Oct 27, 2019
    Posts:
    53
    Hi, I used to use the Unreal Engine (UE4) but then switched to Unity because I preferred the the way the graphics looked (In Unity) and felt it would suit my game more, especially when comparing Unreal (without any post processing effects or tonemapping) to Unity ( again, without any post processing effects or tonemapping) - the two looked totally different.

    But one thing I will say, is that UE4 had much better MSAA than Unity. From what I've seen, Unity's MSAA does seem to get rid of aliasing but it also seems introduces artifacts that are nearly as bad as aliasing! I did a quick search and found out I'm not the only one who noticed.... Some have called it the "white line artifact".

    I've played a couple a Unity games that had almost no aliasing or artifacts what-so-ever. I think they might have used temporal AA, but- I was already a bit put off from the idea of using TAA after experiencing temporal AA in UE4 (which was horrible!) which is why I'm a bit hesitant to use it in Unity.

    In UE4 the TAA caused flickering/jitter (espcially objects near the horizon line)- and ghosting, which I found to have the disturbing side-effect of making the movement of objects/the camera look sluggish, as if the project was running at lower framerate than it acually was (similar to excessive motion blur)- and just disturbing in general. The supposed "fixes" for ghosting that people provided on the UE4 forums always increased the jitter/flickering.

    Do you know of any other better MSAA for Unity (or really any kind of AA like temporal,FX, etc.)?? If you do, please let me know.


    Thanks in advance.
     
  2. unit_dev123

    unit_dev123

    Joined:
    Feb 10, 2020
    Posts:
    989
  3. LIVENDA_LABS

    LIVENDA_LABS

    Joined:
    Sep 23, 2013
    Posts:
    377
    Shameless plug, CTAA is by far the best Anti-Aliasing solution on any platform and has been in development for the last 6 years, https://assetstore.unity.com/packag...tic-temporal-anti-aliasing-153092#description

    Years ahead even in comparison to UE TAA
     
    Last edited: Jun 8, 2020
    mgear likes this.
  4. IgnisIncendio

    IgnisIncendio

    Joined:
    Aug 16, 2017
    Posts:
    223
    Yeah that "white line" problem with MSAA has been a problem for many years now, it's a real shame, given how good the MSAA is otherwise. I think it's fixed in URP? I'm not sure, but you can try it out if you like.

    I also quite enjoy using SMAA that's included in the default post-processing, which can be used with all pipelines. If you encounter "sparkling" you can try geometric AA within HDRP as well.

    Sorry if it's confusing, but I hope this helps!
     
  5. tmr2

    tmr2

    Joined:
    Oct 27, 2019
    Posts:
    53
    What do you think of the "Post Processing Stack" TAA?
     
  6. IgnisIncendio

    IgnisIncendio

    Joined:
    Aug 16, 2017
    Posts:
    223
    Personally, I like it. But I'm not sure how it compares to Unreal's TAA though; you should try it out for yourself using the 3D with Extras project and see how much you like it.
     
  7. Hunanbean

    Hunanbean

    Joined:
    Jun 3, 2020
    Posts:
    13
    I really don't understand. One of the top 3 reasons i switched to Unity is the better 'out of the box' antialias. Unreal, no matter what i did, could not compare to Unity when it comes to Antialiasing. Regardless of forward or deferred rendering paths in unreal, it was just Terrible antialias. Trying to find information was just as bad as the effect. I hopped over to Unity, and Boom! 4 times better antialias with out having to tweak anything. this is across the board, TAA, MSAA, (Fxaa was pretty close between the two) unreal just cannot seem to do what Unity does with TAA. and trying to use MSAA in unreal just leaves you with screen door effects in things like grass. I am sure i am about to get bombarded with (you don't know what you're talking about) type comments. but I know what i see, and what works. With the recent improvements in the rendering pipelines of Unity and some other nice business decisions Unity recently made, I see no reason to frustrate myself and lose time fighting unreal engine any longer.
     
    blueivy likes this.