I'm still trying to rebuild my engine.ini file post UE 4.26- but catenaries and the like are still a jaggy, flickering mess. I had those and moire patters sorted before the change, but now I can't find any antialiasing settings which get rid of them- no, screen percentage doesn't help much either.
Im not sure if this helps, but I noticed all my settings went to Hell with the latest update. I have it set to ultra which it was! But The Anti anilising settings and frame rate limits had reset. I set my framerates at 30 which I find stops stuttering. What id suggest for PC owners is to check your settings.
What he meant is that the flickering is caused by TAA antialiasing set in the menu. FXAA or AA off don't do it.
From my perspective I have definately noticed an marked increase of jaggies and flickering since the 4.26 update unless you run at 200% screen percentage. Previously I used to run at 125%@60fps and it looked fine....but running at those settings now looks horrible (at least on the newer routes) I am now running at 200%@40fps which seems like a good trade-off on my system....but I feel once further inprovements are made to UE, it's going to freeze out these settings again until I upgrade my hardware For ref I am running i7-6700k@4GHz, 16GB RAM & GTX1080
FXAA looks awful, so it’s TAA or nothing for me. Matt P has often blamed TAA for these flickering jaggies and it’s noticeable he doesn’t use it on streams (which often just look terrible to me), but every other game I’ve ever played that uses TAA does not suffer these same problems. As a layman it looks like there’s either a problem with UE4 and the way it implements TAA, or it’s the way DTG are using it. I think I remember reading once that someone had narrowed the cause down to multiple light sources on the catenary going haywire when stationary, which caused the flickering. One thing is for sure, it really really spoils the game as it stands.
besides the engine.ini where i actually only have 1 entry foliage.LODDistanceScale=5 i noticed that if i change the pre rendered frames in the gfx settings of my nvidia panel to 3 or 4 i have much less stuttering plus i capped my refresh rate of my display to 50hz and in game to 50 fps which helps a lot. of course with: -dx12 -USEALLAVAILABLECORES -malloc=system the entry -malloc=system helps a lot and for the first time i can play HHL without stutters i have this from another game hell let loose which uses also the UE 4 engine. i doent see any difference in TAA in game like before the engine switch to 4.26 cheers
You can try these TAA settings in your engine.ini, it might reduce the jittering. I use these setting, no other for TAA. r.PostProcessAAQuality=3 r.TemporalAASamples=4 r.TemporalAA.Upsampling=1
Is there anything to reduce moire? I'm on 4K and those clean sleepers on DB routes are particularly bad.
r.HighQualityLightMaps=1 r.PostProcessAAQuality=6 r.MaxAnisotropy=16 r.TemporalAACatmullRom=1 r.TemporalAASharpness=1.0 r.TemporalAASamples=64 r.TemporalAAFilterSize=1.0 r.TemporalAAPauseCorrect=1 r.ToneMapper.Sharpen=1
-malloc=system this does do nothing it is an arma 3 launch command r.PostProcessAAQuality=6 only use if you have a high end system Defines the postprocess anti aliasing method which allows to adjust for quality or performance. 0ff, 1:very low (faster FXAA), 2:low (FXAA), 3:medium (faster TemporalAA), 4:high (default TemporalAA), 5:very high, 6:max 3 is faster performance 6 is best quality but less performance r.TemporalAASamples=64 does not affect performance but it just tell how many jitter locations temporalAA will use. Bigger the number more time it will take to full cycle to loop. This might cause judder and excessive blurriness. r.TemporalAASamples=4 or 8 is optimal depending on target frame rate.
I installed the latest video drivers from Nvidia. Which folder is engine.ini in? Open with notepad right?
[SystemSettings] NVIDIA SET AA X16SLI SAA X16SLI TSW2 SET 150% SCREEN ADVANCED SET ULTRA r.ViewDistanceScale=1 r.SkeletalMeshLODBias=-5 r.StaticMeshLODDistanceScale=0.25 foliage.LODDistanceScale=2 r.MaterialQualityLevel=1 r.DepthOfFieldQuality=0 r.BloomQuality=0 r.MotionBlurQuality=0 r.HighQualityLightMaps=1 r.PostProcessAAQuality=6 r.MaxAnisotropy=16 r.TemporalAACatmullRom=1 r.TemporalAASharpness=1.0 r.TemporalAASamples=64 r.TemporalAAFilterSize=1.0 r.TemporalAAPauseCorrect=1 r.ToneMapper.Sharpen=1 r.SSR.Quality=2 r.TextureStreaming=0
I’ve noticed increased aliasing flickering post 4.26 update. I don’t think any ini commands actually stop it. It’s definitely worse than it was in 4.23 though.
It’s definitely something to do with 4.26 so those commands will have little to no effect on the aliasing flickering.
Remember back when GWE first came out, the stationary flickering was mental. The units themselves looked like rattling junkies, yet all was well as soon as you started moving. To their credit over time DTG dialled that out except on the catenary, where it persists to this day. It’s not an AA thing I think, there’s something else going on there which I’d bet is to do with lighting.
This is what I use to stop the flickering. It then looks exactly like the other video posted (who, incidentally, uses the same setting). My resolution is 3440x1440 and I play at 120% screen percentage. One might have to trial and error the right value to stop flickering at 2160p as this probably only works for 1440p. Cheers
In my case its even better without the whole r.TemporalAA... - lines in the engine.ini (for 4.26 only!). 4.26 changed something in this area.
Indeed, it is still the case. EDIT: There are two additional commands I use to smooth out the appearance of TAA with such a low sample rate that might be of some effect: Code: r.TemporalAASamples=4 r.TemporalAASharpness=2.0 r.TemporalAACurrentFrameWeight=0.2 Cheers
Answer to my own question- Yes. 2.55.53 in the following video. A very welcome improvement. https://www.youtube.com/live/nBEblcRVpe0?si=NtG1_W3MhDXCDbKX
How have we improved the rendering? We have detailed overhead wires modelled at a very high accuracy. Unfortunately, one could not really see them, as they are so thin that they seem to disappear after a very short distance and created a lot of flickering. We improved this visibility without making them unrealistically thick so players can actually see their complexity with much less flickering on the lines. Please Note: This effect is only implemented on the routes that are released after TSW 4 and Training Center.