@ Gestalt - The shader is at fault. It was designed to do exactly what it does. I don't think it could do what you are saying. The blending you are talking about is what UE4 has, but you need to setup multiple materials to do it and a shader to blend them together. Which is a lot more expensive and a lot more work than…
Just to follow up with this a bit. Post-processing AA (like FXAA) does indeed have issues, but what I am talking about is temporal AA, or temporal super-sampling, where you average multiple frames together for AA. This is what TB2 does and from my understanding what Epic has done with UE4 as well.…
No, I am talking about shimmering and in-surface aliasing, which is produced in the shader as a result of the mip-map process and cannot properly dealt with by post-process anti-aliasing. In any given frame, pretty much all textures are displayed at high mips, unless you're in a close-up shot or zooming into something. The…
I think you may have misunderstood what your programmers told you. Gloss/roughness maps do define the microsurface of the material, this is correct, they even theoretically do a similar job to the normal map in that they define qualities of the surface. However, they do not need to be "processed" or even packed with the…