Temporal AA and FXAA sucks.
No matter in what kind of game you see them implemented, they aren't good as MSAA.
Unreal Engine 4 in particular suffers about blurriness and even ghosting if we talk about TAA, due to it's rendering pipeline: deferred shading.
The majority of games in UE4 use this particular kind of shading, including Assetto Corsa Competizione.
So, what's the deal? Why we are talking about antialiasing?
Well, following the next upcoming release of Custom Shader Patch for AC, it will include lots of post-processing AAs and one of them is Intel's CMAA 2.0: https://software.intel.com/en-us/articles/conservative-morphological-anti-aliasing-20
Unlike FXAA, CMAA has more clear edges without loosing much information (look at rev number or the pitboard)
Is it the best so far? That's a sobjective manner, but I think it's worth to see that integrated in the future (like in Dirt Rally 2.0)
No matter in what kind of game you see them implemented, they aren't good as MSAA.
Unreal Engine 4 in particular suffers about blurriness and even ghosting if we talk about TAA, due to it's rendering pipeline: deferred shading.
The majority of games in UE4 use this particular kind of shading, including Assetto Corsa Competizione.
So, what's the deal? Why we are talking about antialiasing?
Well, following the next upcoming release of Custom Shader Patch for AC, it will include lots of post-processing AAs and one of them is Intel's CMAA 2.0: https://software.intel.com/en-us/articles/conservative-morphological-anti-aliasing-20
Is it the best so far? That's a sobjective manner, but I think it's worth to see that integrated in the future (like in Dirt Rally 2.0)