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Unreal Racing

Semi Arcade racing. Made with Unreal. · By Kronbits

Feedback: A bit too much sliding and very blurry with TAA on

A topic by HalfPastNein created May 27, 2023 Views: 264 Replies: 2
Viewing posts 1 to 3

Hi! 

I kinda feel like the cars slide a bit too much, and turning either feels like there's no grip (like a car is on ice instead of wet asphalt), or the car is too lightweight, as if it's a toy car.

Also, the game just looks so much better without TAA on. Maybe use something like SMAA by default? I changed AA quality to 0 in config and omg the game looks amazing and I can actually see 5 metres in front of me lol. With AA on I can barely see edges of ramps while moving, which makes it very difficult to properly get on them. I think there's also experimental TAA setting in UE4 which loses less details? Or maybe use less TAA samples by default, idk. Anyway, it's very subjective and i hope there are proper settings to it later, when settings menu will be implemented.

Developer

The driving/handling is being remade and possible added in the next version. Btw, remember this is a SimCade game not a simulator.

I cant add SMAA due game uses Deferred shading, not Forwards, so only FXAA, TAA and TSR, without mention DLSS or FSR that can provide their own AA solution.

For me, TAA is ok, you can always add more sharpness in the config. For me, the game without TAA looks horrible, too aliased, im on a 24 monitor and 1080p. Btw, TSR is more sharp(already testing the game on Unreal 5.2), and if i can add my anti-ghosting system there will be an upgrade. If not i guess i will end using just DLSS, will see.

Doing lots of tests/research so no much updates recently. Hope finish all the stuff and release a new version will the new updates.

Thanks for the reply! I think you're confusing SMAA and SSAA, SMAA is post-processing like FXAA and TAA and it can be used with deferred shading and with all modern games, for example it's possible to inject it with reshade