---
title: Anti-Aliasing and Upscaling
source: https://dev.epicgames.com/documentation/en-us/unreal-engine/anti-aliasing-and-upscaling-in-unreal-engine
version: Unreal Engine 5.8 Documentation
fetched: 2026-10-11
note: 原文摘录（英文要点），供 wiki 引用；非全文
---

# Anti-Aliasing and Upscaling

- Methods: TSR (desktop deferred/forward), TAAU (desktop + mobile deferred), FXAA (desktop + mobile deferred), MSAA (forward renderer only, desktop and mobile).
- Anti-Aliasing scalability group; DefaultScalability.ini.
- TSR: "platform-agnostic temporal upscaler using an algorithm that focuses primarily on investing more GPU cycles of a frame into temporal upscaling quality to save total GPU frame cost"; lower internal resolution than UE4 TAAU. Example: native 4K 57.50 ms vs 1080p (r.ScreenPercentage=50) 33.37 ms. Less ghosting than UE4 TAA; reduced flicker; dynamic resolution on consoles.
- TAAU: "samples different locations within each frame and uses past frames to blend samples together". r.TemporalAA.Quality 0/1/2 (2 = mobility-based anti-ghosting, default). Temporal Upsampling can be disabled to use the spatial upscaler. Screen percentage permutations 50-70 / 71-100.
- FXAA: spatial-only post-process; high contrast filter finds edges; fast, low-end; loses fidelity; r.FXAA.Quality.
- MSAA: forward only; smooths geometry edges; 2/4/8 samples; not in scalability; "Aliasing from materials, textures, and transparent surfaces are not affected by MSAA."
- Temporal upscalers all work the same: TAAU, TSR, DLSS 2+, FSR 2.0+, XeSS.
