You know that Unreal Engine is capable of Forward+ rendering with MSAA right? You can just do that.
It's not an engine problem. Unreal isn't perfect but running dynamic deferred lighting and TAA is a choice. Sometimes a valid one.
It's not an engine problem. Unreal isn't perfect but running dynamic deferred lighting and TAA is a choice. Sometimes a valid one.
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Our next game is looking CRISPY with MSAA and alpha to coverage on masked materials.