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Anti-Aliasing (AA) and DLSS Guide

This section provides an AA selection guide for NiloToon and explains how to set up DLSS.


Summary - Choosing the Best AA

Condition Recommended AA
RenderScale <= 1 + NVIDIA RTX GPU DLSS
RenderScale <= 1 + Non-NVIDIA GPU (AMD / Console) FSR3
RenderScale > 1 + TAA Ghosting/Blur acceptable TAA
RenderScale > 1 + TAA Ghosting/Blur not acceptable MSAA*

Note

Unity6 STP and Intel XeSS2 are excluded from the list above. This is not because they are bad (they may actually be similar to or better than FSR3), but because they have not been tested enough to draw a conclusion. MSAA* means MSAA + FXAA/SMAA/Off.

Overall Graphics Quality AA Ranking

RenderScale Ranking
<= 1 [Best] DLSS >> FSR3 > TAA >>> MSAA* [Worst]
> 1 [Best] TAA >>> MSAA* [Worst]

Classic Outline AA Ranking

RenderScale Ranking
<= 1 [Sharpest] MSAA >> DLSS > FSR3 >>>>> TAA* [Blurriest]
> 1 [Sharpest] MSAA >>>>>>>> TAA* [Blurriest]

Limitations

DLSS and FSR3 cannot be used when RenderScale > 1.


In real projects (primarily VTuber 3D Live/concert PC projects) focused on visual quality and targeting 60fps on high-end PCs, AA is selected in the following order:

Step 1: MSAA (Default Choice)

MSAA = 4x, RenderScale = 2, Camera AA = Off

MSAA never produces ghosting or blurriness, and does not require all opaque shaders to have correct depth and motion vector passes. Optionally enabling FXAA/SMAA can improve 2D Rim Light AA.

Step 2: TAA (When Shading Aliasing Occurs)

If character Rim Light, Screen Space Outline, PBR Specular, or small objects have shading aliasing, or if VRAM is insufficient due to MSAA, switch to TAA.

MSAA = Off, RenderScale = 2, Camera AA = TAA

This removes almost all kinds of aliasing while improving performance, but introduces ghosting and blur due to the inherent nature of TAA.

Step 3: DLSS (When Performance Is Insufficient)

If the above methods do not provide sufficient performance (fps) at 4K/8K with RenderScale = 2, switch to DLSS.

DLSS NativeAA (MSAA = Off, RenderScale = 1, Camera AA = Off)

This provides much better performance since RenderScale is <= 1, but prevents using RenderScale = 2 for improved quality/sharpness.


Settings That Affect AA

To improve the quality and AA of NiloToon shader features, you can increase the following settings, though doing so will slow GPU rendering performance:

Setting Affects
Game resolution Outline and Rim Light quality
Render Scale Outline and Rim Light quality
Camera AA (FXAA/SMAA/TAA) Outline and Rim Light quality
DLSS / FSR3 quality Outline and Rim Light quality
MSAA Classic Outline quality only (does not improve Screen Space Outline / Rim Light / Specular aliasing)
NiloToon Self Shadow Map resolution and Soft Shadow quality NiloToon Self Shadow Map quality only

MSAA + FXAA/SMAA Combinations

In Unity URP, FXAA/SMAA can be used regardless of whether MSAA is on or off, so combinations are possible.

AA Type Characteristics
MSAA Best for geometry edges (Classic Outline AA). No overall image blur. However, extremely GPU-intensive at high resolution. Does not improve Rim Light, Screen Space Outline, or Specular Highlight
FXAA Fastest AA. Overall blurrier than SMAA/MSAA
SMAA Slower than FXAA but sharper. Not very helpful for Outline AA

Classic Outline AA

To primarily improve Classic Outline AA, among MSAA/FXAA/SMAA, only MSAA is useful.


TAA vs MSAA

In Unity URP, TAA can only be used when MSAA is off.

Comparison TAA MSAA
Overall image AA Better (handles all aliasing) Geometry edges only
Classic Outline AA Fails in fast motion Best
Screen Space Outline AA Better Cannot improve
Rim Light AA Better Cannot improve
Specular AA Better Cannot improve
Performance Better -
Sharpness Causes blur No blur
Ghosting May occur in fast motion None
Shadow AA Slightly improved Cannot improve
Shader requirements All opaque materials need Depth/Motion Vector Pass Not required
Editor version Unity 2022+ All URP versions

How to Use TAA

  1. Select the Camera in the Scene view or Hierarchy and view it in the Inspector
  2. Navigate to Rendering > Anti-aliasing and select Temporal Anti-aliasing (TAA)
  3. Navigate to Output > MSAA and select Off

Features Incompatible with TAA

  • Multisample Anti-aliasing (MSAA)
  • Camera Stacking
  • Dynamic Resolution

TAA Ghosting Issues

Even when all opaque shaders have correct depth and motion vector passes, TAA ghosting can still exist.

Example: When the background displays high-frequency detail with dense brightness changes (e.g., a big TV screen in a 3D Live concert with many black circle mask patterns on a bright screen), and the front character is moving fast, TAA ghosting will appear.


AA/Quality Presets

Editor Recorder (Maximum Quality)

When using Recorder to produce video (offline recording MV, trailer, etc.):

Setting (1) 4K (TAA) (2) 8K (TAA) (3) 4K (DLSS) (4) 8K (DLSS)
Game Window resolution 2160p(4K) 4320p(8K) 4320p(8K) 4320p(8K)
RenderScale 2 1 1(DLSS locked) 1(DLSS locked)
Camera AA TAA(Very High) TAA(Very High) None None
MSAA None None None None
Self Shadow resolution >= 8192 >= 8192 >= 8192 >= 8192
Soft Shadow quality High High High High
DLSS quality N/A N/A NativeAA NativeAA

Note

Setting (1) is used most frequently. It requires the least SSD space and is very simple to set up. All settings assume a GPU with at least 16GB VRAM (e.g., RTX 4070 Ti or better).

PC/Console (Very High)

  • Game Window resolution = 1440p-2160p(4K)
  • RenderScale = 1-2
  • Camera AA = TAA(Very High)
  • MSAA = Off
  • Self Shadow resolution = 4096-8192
  • Soft Shadow quality = Medium / High

PC/Console (High)

  • Game Window = 1080p-1440p
  • RenderScale = 1
  • Camera AA = SMAA
  • MSAA = 4x
  • Self Shadow resolution = 4096
  • Soft Shadow quality = Medium

Mobile (Very High)

  • Game Window = 1080p (using Screen.SetResolution)
  • RenderScale = 0.8-0.9 (actual 3D rendering 864p-972p)
  • Camera AA = None
  • MSAA = 2x-4x

Mobile (High)

  • Game Window = 1080p
  • RenderScale = 0.7-0.8 (actual 3D rendering 756p-864p)
  • Camera AA = None
  • MSAA = 2x-4x

Mobile (Medium)

  • Game Window = 960p
  • RenderScale = 0.68-0.78 (actual 3D rendering 648p-756p)
  • Camera AA = None
  • MSAA = 2x-4x

Mobile (Low)

  • Game Window = 840p
  • RenderScale = 0.64-0.77 (actual 3D rendering 540p-648p)
  • Camera AA = None
  • MSAA = 2x-4x

Recommended Maximum Mobile Resolution

Most mobile games use 720p-864p as the maximum actual 3D rendering resolution even at the highest graphics setting (e.g., Genshin Impact / Honkai: Star Rail / Wuthering Waves / Infinity Nikki). We strongly recommend using 720p-864p as the maximum 3D rendering resolution for mobile.

What to Keep Even at Minimum Settings

In a game's graphics settings UI, the following two features have a major impact on character rendering if disabled:

  • AA (MSAA / TAA / DLSS / FSR3 / XeSS2 / SGSR2)
  • Bloom (URP Bloom / NiloToon Bloom)

Important

We strongly recommend keeping at least AA and Bloom enabled even at the lowest graphics quality preset. Keeping AA and Bloom preserves character rendering quality (Classic Outline and overall color).

Color Banding

If you see Color Banding in areas with color gradients (e.g., the color fadeout of volumetric light beams):

  • Enable the camera's Dither
  • Do not use FXAA

DLSS (Best AA and FPS)

Why Use DLSS?

DLSS 4.5 is the best Anti-Aliasing (AA) and Upscaling tool, and can replace URP's TAA/STP when RenderScale <= 1 on NVIDIA RTX GPUs.

DLSS is useful in the following situations:

  • GPU Bound due to high resolution or high RenderScale
  • When you want to replace TAA's ghosting and blurriness with the best AA tool when RenderScale <= 1

DLSS 4.5 can be purchased and used from the Unity Asset Store.

Version Warning

Do not use the old DLSS3 asset. Only use DLSS 4.5. Only DLSS 4.5 supports the Transformer Model (M). For RTX 40xx or higher, Preset M is recommended; otherwise use Preset K.

DLSS quality comparison

In the image above, you need to zoom in to see the AA difference. Focus on the Outline and 2D Rim Light aliasing to observe the AA quality difference.

DLSS vs TAA/STP

DLAA (DLSS's NativeAA) is "DLSS without upscaling" -- it is the best AA method at RenderScale = 1, far superior to URP's TAA/STP.

At 4K with RenderScale of 1:

Aspect DLAA vs TAA/STP
Sharpness DLAA is much sharper
Ghosting DLAA has far less
Pixel Jitter DLAA is almost invisible; TAA/STP is easily visible
Specular Aliasing handling DLAA is more stable
Overall AA result DLAA is the best
GPU speed DLAA is slower than TAA/STP
RenderScale limitation DLAA is forced to <= 1; TAA can use > 1 (max 2) for Super Sampling

When to Use DLSS

Generally used when targeting a 4K Game Window or above. For 1080p/1440p, try RenderScale = 2 + TAA first, then switch to DLSS NativeAA if the GPU load is heavy.

Minimum Quality - Resolution

For good DLSS results, the internal resolution should be at least >= 1440p.

Game Window Resolution Minimum Quality Preset
8K (4320p) Ultra Performance (RenderScale = 0.333) (= Internal 1440p)
4K (2160p) Quality (RenderScale = 0.666) (= Internal 1440p)
1440p Native AA (RenderScale = 1) (= Internal 1440p)
1080p Native AA (RenderScale = 1) (= Internal 1080p)*

1080p Limitation

1080p may be too low for DLSS to produce good results even with Native AA. Classic Outline aliasing may be visible.

DLSS Setup and Usage

  1. Purchase DLSS4 from the Asset Store
  2. Import the package from Package Manager > My Assets
  3. Attach the TND Upscaler script to your 3D Main Camera:
    • Upscalers = DLSS4.5
    • Quality Mode = Native AA (lower it if GPU bound)
    • Set all Render Presets to Preset M (for RTX 20xx/30xx, use Preset K if GPU performance is important)
  4. Turn off the Main Camera's Camera AA (FXAA/SMAA/TAA)
  5. Fix all errors and warnings displayed inside the TND Upscaler script
  6. Enter Play Mode

Required

When using DLSS, you must turn off all Camera AA (FXAA/SMAA/TAA).

When Not to Use DLSS

At 1080p/1440p, your GPU can often handle RenderScale = 2 + TAA. This setting generally produces better image quality than RenderScale = 1 + DLAA, since it is brute-force Super Sampling AA (closer to ground truth quality).

For offline video production using Recorder, RenderScale = 2 + TAA is generally the best option. FPS does not matter, only visual quality matters.

DLSS Settings for Games

When using DLSS (and other upscalers like FSR4/FSR3/XeSS2) for a PC game, since players have different GPUs, it is best to use all upscalers with the following fallback order:

  1. DLSS 4.5
  2. FSR 4
  3. XeSS 2
  4. FSR 3
  5. SGSR 2 (optional: safe fallback for non-PC platforms)

Expose the upscaler quality settings in your game's graphics settings page.

Quality Mode Scaling RenderScale
Native AA 1.0x 1
Ultra Quality 1.2x 0.833
Quality 1.5x 0.666
Balanced 1.7x 0.588
Performance 2.0x 0.5
Ultra Performance 3.0x 0.333

VRAM Cost

DLSS VRAM cost table

RTX 30/20 Series

Preset L/M incur a much higher VRAM cost on RTX 30/20 series. If VRAM usage is important, always use Preset K for RTX 30/20 series.

Performance Cost

DLSS performance cost comparison 1 DLSS performance cost comparison 2

Preset Selection Guide

  • RTX 30/20 series: If GPU performance is important, always use Preset K
  • RTX 40/50 series: Preset M is recommended for better visual quality with a relatively low additional performance cost