Hello. I recently finished my project and I started working on the graphics. For some reason anti aliasing doesn’t seem to be working. Whenever my character moves everything looks very jaggy. Any help is welcome. Thanks
P.S It might be working but it doesn’t seem to be doing that much. If you know any good setting for anti aliasing it would be greatly appreciated.
What kind of anti-aliasing? Be specific about which kind, and how you’re enabling it. Post a screenshot of the editor of the option you’re enabling if you’re not sure how to describe it.
What rendering path? Deferred, forward, URP, HDRP?
Are you using HDR rendering and a lot of bright lights?
I’m using TAA anti aliasing, deferred, Built-In render pipeline and Linear. And Im not using URP or HDRP im using the normal one. (the simple 3d). I have zero lights in my scene at the moment.
TAA is pretty bad at handling things in motion, which is why most games that use TAA also have heavy motion blur. Unity’s TAA is especially bad at handling significant motion.
Thank you for your help. Do you maybe know what’s the best kind of anti aliasing is or maybe some good settings? My scene is a forest so there are a lot of trees.
For deferred rendering, TAA is the best you can get for the performance impact and quality, but it falls down in a lot of common situations. SMAA is the next best, with FXAA close after that, but doesn’t really work great with very noisy scenes like you might get with a forest. Some AAA games use a combination of the two to cover the cases where TAA fails. Unreal games often employ super sampling on top of their (generally better looking, but blurrier) TAA as well as motion blur to cover the cases where TAA doesn’t work as well.