WEBVTT

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Welcome back.

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So now we have our Arcane Shards ability and if we activate it, we have a nice looking decal.

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Now, you might have noticed that that nice looking decal doesn't look so nice when you move it, because

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we've got these trails and it it's kind of disorienting.

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It doesn't really look that great, does it?

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Now, this has to do with the anti-aliasing method.

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And it's not really that agreeable with moving decals like this.

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And if you really need those moving decals to look better in motion, there are some things you can

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do to fix this.

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We can go into edit Project settings and search for anti-aliasing.

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And we see that at least on my machine, the anti-aliasing method is temporal super resolution.

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This is by far the most expensive anti-aliasing method.

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Now if we go to the next one down multisample anti-aliasing and we come back into our game project,

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we'll see that right away.

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You can see a difference in the quality.

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Now it doesn't look bad.

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It's not that it's bad quality by any means.

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It's just it looks a little different.

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The edges are a little less smooth and we have.

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Still some really good looking particles, materials, everything looks great.

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It's just a different method of anti-aliasing.

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Now, with this method of anti-aliasing, if we show the decal, we can move it around and we don't

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get those weird artifact y trails that are really disorienting.

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It looks actually pretty good as we move it around.

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Now, if we start running, though, it gets blurry.

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And what that is is actually due to motion blur and motion blur can be disabled.

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It can be disabled in project settings.

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It can also be disabled in our post-process volume.

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If we search for motion blur in project settings, though, we can disable it project wide.

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And if we do that and go back and show our decal.

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And we move, then we don't get that motion blur.

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And for decals, that looks good.

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And in general I do disable motion blur.

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As a general rule, I think things look better without it.

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And so for this particular situation, for our spell.

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Motion blur is going to be better off and our anti-aliasing is going to be better set to something other

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than temporal super resolution.

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So with that, we have some better looking decals.

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And of course there are other anti-aliasing methods as well.

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There's temporal anti-aliasing.

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And of course that looks a little bit different.

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And with our decal, you can see that as we're moving and the decals moving around, that looks different

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as well.

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I feel like this doesn't look as good with the decal.

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It seems to blur a little bit unless we stop moving it.

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And then of course after that you can check out Fast Approximate anti-aliasing and see how that looks.

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You can turn on that decal, you can see how that appears and it seems to look not too too bad.

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It looks pretty decent.

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And really, the difference between all of these is pretty subtle.

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If you go back to temporal super resolution, this is going to give you the crispest lines and the best

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looking visual quality.

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Unfortunately, that comes with the incompatibility with moving decals.

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So a good compromise for me is multisample anti-aliasing.

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That's going to allow me to have still pretty good quality and still get to have moving decals.

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So ultimately it's up to you.

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Okay, so now we have our decals looking great.

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We can continue.
