We render the game UI on its own overlay camera to take advantage of post processing such as HDR bloom. This precludes us from using TAA on the base graphics camera.
Thanks for your feedback.
We will consider relaxing the rules for TAA with CameraStacking in the future. Most likely this would be done by disabling all AA on Overlay Cameras.
I’d like to point out that using an Overlay Camera for UI can have a negative impact on performance.
In my research I could not determine any real performance overhead of using an overlay camera for the UI nor could I find any advice in official documentation - Can you describe that in more depth?
- Extra bandwidth cost on mobile GPUs (TBDR), since you have to store and reload the full color/depth targets in between the cameras.
- Culling the scene per camera.
- Executing all URP setup and rendering code per camera.
Thanks for the response. Those are acceptable trade offs for our PC game.
Hi, our team has the same question. We are also using a second camera to render to the UI to allow for a 3D object to be rendered in a UI menu. In our case we don’t need post-processing on our second camera, but it would be really nice to have TAA for our main camera to tame the extreme flickering from bloom and blur effects.
Has there been any progress on allowing a stacked camera setup to use camera based Anti-Aliasing?
Is there a reason that the URP asset contains MSAA but not the other 3 options, and that the camera contains the other 3, but not MSAA? I understand these are different processes, but it is a bit confusing.
Related: the HDR setting also seems to make the flicker much worse, but we’d like to use this setting as we have some emissive elements in the scene. Is there a way to resolve this?
Hello,
Is there any news on when this feature will be available? We use camera stacking for 3D UI, and the lack of TAA is really hurting us visually at the moment.
Hello,
Is there any news on when this feature will be available
We don’t have any current plans to enable TAA + Camera Stacking workflow.
The features are incompatible enough that there are no good options in terms of quality, performance and correctness.
As a workaround you could try writing a custom pass using the render graph instead of using camera stacking.