@@ -66,6 +66,9 @@ StandardMaterial3D or ORMMaterial3D properties. Alpha to coverage has a
6666moderate performance cost, but it's effective at reducing aliasing on
6767transparent materials without introducing any blurriness.
6868
69+ To make specular aliasing less noticeable, use the `Screen-space roughness limiter `_,
70+ which is enabled by default.
71+
6972MSAA can be enabled in the Project Settings by changing the value of the
7073**Rendering > Anti Aliasing > Quality > MSAA 3D ** setting. It's important to change
7174the value of the **MSAA 3D ** setting and not **MSAA 2D **, as these are entirely
@@ -231,7 +234,9 @@ an effect on roughness map rendering itself, its impact is limited there.
231234
232235The screen-space roughness limiter is enabled by default; it doesn't require
233236any manual setup. It has a small performance impact, so consider disabling it
234- if your project isn't affected by specular aliasing much.
237+ if your project isn't affected by specular aliasing much. You can disable it
238+ with the **Rendering > Quality > Screen Space Filters > Screen Space Roughness Limiter **
239+ project setting.
235240
236241Texture roughness limiter on import
237242-----------------------------------
@@ -279,3 +284,37 @@ usually unnecessary, but it can provide better visuals on high-end GPUs or for
279284:ref: `non-real-time rendering <doc_creating_movies >`. For example, to make
280285moving edges look better when TAA is enabled, you can also enable MSAA at the
281286same time.
287+
288+ Antialiasing comparison
289+ ~~~~~~~~~~~~~~~~~~~~~~~
290+
291+ +--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+
292+ | Feature | MSAA | TAA | FSR2 | FXAA | SSAA | SSRL |
293+ +==========================+==========================+==========================+==========================+==========================+==========================+==========================+
294+ | Edge antialiasing | 🟢 Yes | 🟢 Yes | 🟢 Yes | 🟢 Yes | 🟢 Yes | 🔴 No |
295+ +--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+
296+ | Specular antialiasing | 🟡 Some | 🟢 Yes | 🟢 Yes | 🟡 Some | 🟢 Yes | 🟢 Yes |
297+ +--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+
298+ | Transparency antialiasing| 🟡 Some [1 ]_ | 🟢 Yes [2 ]_ | 🟢 Yes [2 ]_ | 🟢 Yes | 🟢 Yes | 🔴 No |
299+ | | | | | | | |
300+ +--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+
301+ | Added blur | 🟢 None | 🟡 Some | 🟡 Some | 🟡 Some | 🟡 Some [3 ]_ | 🟢 None |
302+ | | | | | | | |
303+ +--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+
304+ | Ghosting artifacts | 🟢 None | 🔴 Yes | 🔴 Yes | 🟢 None | 🟢 None | 🟢 None |
305+ +--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+
306+ | Performance cost | 🟡 Medium | 🟡 Medium | 🔴 High | 🟢 Low | 🔴 Very High | 🟡 Medium |
307+ +--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+
308+ | Forward+ | ✔️ Yes | ✔️ Yes | ✔️ Yes | ✔️ Yes | ✔️ Yes | ✔️ Yes |
309+ +--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+
310+ | Mobile | ✔️ Yes | ❌ No | ❌ No | ✔️ Yes | ✔️ Yes | ✔️ Yes |
311+ +--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+
312+ | Compatibility | ✔️ Yes | ❌ No | ❌ No | ❌ No | ✔️ Yes | ❌ No |
313+ +--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+
314+
315+
316+ .. [1 ] MSAA does not work well with materials with Alpha Scissor (1-bit transparency).
317+ This can be mitigated by enabling ``alpha antialiasing `` on the material.
318+ .. [2 ] TAA/FSR2 transparency antialiasing is most effective when using Alpha Scissor.
319+ .. [3 ] SSAA has some blur from bilinear downscaling. This can be mitigated by
320+ using an integer scaling factor of ``2.0 ``.
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