- Unreal Engine 4 Shaders and Effects Cookbook
- Brais Brenlla Ramos John P. Doran
- 205字
- 2021-06-24 14:12:16
Adjusting anti aliasing and other rendering features
Welcome to the last recipe of this chapter! So far, we've had the opportunity to play around with most of the settings that both the post process volume and the cine camera actor have to offer. We don't want to say goodbye to this topic though without looking at some of the final technical adjustments we can perform on our scenes at a global scale. That being the case, we will focus our attention now on several important values such as the following:
- Supersampling
- Screen Space Reflections
- Ambient Occlusion
- Motion Blur
- Anti Aliasing
All of the previous topics are often viewed more from a technical point of view rather than an artistic one. They can have a great impact on the visual quality and feel of the scene, and we don't want to downplay the part that they have on that regard. However, more often than not, they are values that we have to adjust keeping in mind the performance that we are after. It's not so much a question of whether we want to use supersampling or not, it's more of a case of can we afford to? Let's take a look at the answer then!
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