I've noticed spine objects have a lot of internal ghosting when animating in Unreal and any form of temporal anti-aliasing is enabled. When I examine the velocity buffer, it doesn't appear to contain any information which would explain the ghosting. Is there a way to enable spine's renderer to write to the velocity buffer when the skeleton animates?
Unreal - Velocity Buffer?
I honestly have no idea, as I've never worked with Unreal's velocity buffer implementation. We simply push a triangle soup to the renderer by sub-classing ProceduralMeshComponent. I can't even find any good documentation on UE's velocity buffer impl. Can you point me in the right direction? From what I can gather from dispersed UE forum posts, it appears to be some setting on the materials, not so much something the renderer itself needs to do.
I think you should disregard this. I think I'm mistaken and the problem I'm seeing isn't specific to spine. The option for material specific velocity output is for translucent materials, but it's not relevant in this case.
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Or not? I'm still investigating. I've noticed these things:
- Spine models have a bunch of internal blurring when animating while Temporal Super Resolution is enabled. The kind of stuff you'd expect a velocity buffer to resolve.
- They don't exhibit this issue when Temporal Anti Aliasing is enabled (but other parts of the scene unrelated to Spine have issues).
I haven't yet figured out if this is related to other project settings or material properties. I suspect it isn't Spine specific, but more to do with configuration (or limitations of Unreal engine anti aliasing techniques?).
The problem doesn't appear in the viewport preview of the Actor. Only once its in the game world.
Huh, weird that it only appears in the game world. I'm afraid I have no idea what could be causing this. UEs anti aliasing and post processing in general are a big mystery to me still. Since we are using ProceduralMeshComponent under the hood, and since our materials are terribly simplistic, I believe this might not be Spine specific.