Search Issue Tracker
By Design
Votes
0
Found in
2021.3.39f1
2022.3.32f1
6000.0.5f1
Issue ID
UUM-73622
Regression
No
Flickering along the GameObject edge is noticeable when Post Anti-aliasing is set to TAA
How to reproduce:
1. Open the “My project (6)“
2. Open the “OutdoorScene“
3. Enter the Play Mode
4. In the Game view Control Bar use the Scale slider to zoom in as much as possible
5. Observe the Game view
Expected result: No flickering observed around the edges of the “SM_Veh_Veh_Boat_Large_01_Hull_Attachments“ GameObject
Actual result: Flickering observed around the edges of the “SM_Veh_Veh_Boat_Large_01_Hull_Attachments“ GameObject
Reproducible with: 2021.3.39f1, 2022.3.32f1, 6000.0.5f1
Reproducible on: macOS 13.5.2 (Intel), Windows 11 (User’s)
Not reproducible on: No other environments tested
Notes:
- Only happens when Post Anti-aliasing is set to TAA, with FXAA and SMAA the issue does not appear
- Also reproducible in URP
- Reproducible in the Player
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Opening Terrain Prefab in Prefab Editing Mode throws "NullReferenceException" error
- [Search] Dragging query pills put them behind the search text field
- A CustomPropertyDrawer that returns a PropertyField for a property named the same as a child field will not render all child fields
- Graphics Settings shows default values instead of the real values in the Rendering Debugger when Volume.profile is assigned via script
- Deleting multiple Tags throws “NullReferenceException”, and "Retrieving array element that was out of bounds" errors when holding the Enter key
Resolution Note:
This seems like it is normal TAA behavior. There is usually some flicker visible. Try adjusting the TAA parameters to reduce flicker.
TAA is a temporal technique where it renders one anti-alias sample per frame. The camera is moved slight every frame (jittered) so that a different per pixel sample/position can be rendered. This means there is an inherent flicker in the algorithm and the algorithm settings can be quite content specific.
Thin 1px high contrast edges are generally difficult for TAA as they can fade in and out in different sample positions and produce large color differences between frames.
The camera has Temporal Anti-aliasing tuning parameters. Reducing sharpening, increasing Anti-Flicker, increasing Base Blend Factor and reducing Jitter Scale can help mitigate the flicker. These options are a tradeoff and low flicker image can exhibit blur and/or ghosting.
While TAA is typically good for realistic textured content, a different AA options such as MSAA (or SMAA if unavailable) might be a better choice for flat polygon style graphics with thin edges as seen in the bug repro project.
Jittered camera can also impact shadows as the camera volume changes per frame which then forces the shadow map to change per frame potentially introducing flickering in the shadow map.