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Clarity TAAC Anti-Aliasing Enhancer

Clarity TAAC Anti-Aliasing Enhancer

Description

Clarity is a plugin designed to reduce image blurriness and the soapy look often associated with standard TAA. It works as an add-on to Unreal’s default temporal pipeline. It enhances standard TAA with two additional layers: dynamic parameter adjustments during motion and a custom reactive pass that improves local clarity.

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Documentation

The plugin is primarily designed for TAA, but can also work fine with TSR. Also, don't forget that TSR is much more expensive in terms of performance than TAA.

You can also use it with other AAs or without AA at all to get a sharper image, but dynamic parameter adjustment will not work (because other AAs are not temporal). Sharpen and reactive pass will work with any AA.

Unreal is built around temporal solutions, so TAA/TSR will give the best results.

How to use the plugin

The plugin is very easy to use. Just enable it, open the Tools tab and find Temporal AA Clarity.

Temporal AA Clarity plugin enabled in Unreal Engine
Temporal AA Clarity in the Tools menu
Temporal AA Clarity settings

Many people may find the image being oversharped by the default, which is mainly due to the Reactive Pass settings. Try to find a balance between image clarity and sharpness that suits your project.

Try different modes because it's a matter of taste. My friend said he likes adaptive mode, but I prefer a full mode even though it's a little over-sharpened.

You can switch between different AA settings directly from the plugin to see the difference, but it's better to just set the AA you need in the project settings.

The plugin also disables motion blur in the project because some motion blur is already created by your monitor's matrix completely for free and you don't need any more than that.

Modes

The plugin has 5 modes:

  • Mode -1: Runtime override (Does not save to DefaultGame.ini)
  • Mode 0: Off
  • Mode 1: CVar Only
  • Mode 2: Adaptive Only
  • Mode 3: Reactive Only
  • Mode 4: Full

Blueprints

If you need to configure the plugin via code or blueprints, you have two options: use functions from the blueprint library, which can be found by typing clarity or use console commands.

You can use Blueprint nodes for:

  • Persistent plugin settings
  • Runtime overrides
  • Saving settings to config
Temporal AA Clarity Blueprint nodes

Console commands

Main control

  • taaclarity.Mode -1..4
  • taaclarity.Debug 0 or 1
  • taaclarity.ForceMotionAlpha -1..1

ForceMotionAlpha values:

  • -1 automatic motion response
  • 0 static profile
  • 1 motion profile

Reactive pass switches

  • taaclarity.Reactive.Enable -1 or 0 or 1
  • taaclarity.Reactive.DebugOverlay -1 or 0 or 1

Reactive switch values:

  • -1 use plugin settings
  • 0 disabled
  • 1 enabled

Reactive tuning parameters

-1 means use plugin settings value.

  • taaclarity.Reactive.VelocityScale
  • taaclarity.Reactive.DepthEdgeScale
  • taaclarity.Reactive.LumaEdgeScale
  • taaclarity.Reactive.Power
  • taaclarity.Reactive.BaseSharpen
  • taaclarity.Reactive.MotionSharpen
  • taaclarity.Reactive.SharpenClamp

Saving

Not every panel in the plugin saves to disk. There are two layers:

Persistent layer (saved to Config/DefaultGame.ini)

Changes made here stick across editor restarts and are picked up by version control.

  • Project Settings → Plugins → Temporal AA Clarity
  • Tools → Temporal AA Clarity → Temporal AA Clarity

Values are written automatically the moment you edit them. No Save button is needed.

Runtime-only layer (not saved)

These channels only write CVar overrides in memory. They reset to defaults on every engine restart and leave no trace in version control. This is by design — use them for live tuning, not for project configuration.

  • Runtime Panel (viewport overlay)
  • Console commands (taaclarity.*)
  • Blueprint setters called with bSaveConfig = false

Saving from Blueprint

Most Blueprint setters in TemporalAAClarityBlueprintLibrary take a bSaveConfig flag. Pass true to persist the change to DefaultGame.ini.

You can call SavePluginSettings() at any time to flush the current plugin settings to disk.

Set Plugin Enabled and Save Plugin Settings Blueprint nodes

Shipping builds

The Tools panel is editor-only. In packaged builds, values already saved to DefaultGame.ini are loaded as the project baseline. Runtime overrides (console, Blueprint, Runtime Panel) still work on top of that baseline but remain session-only unless you call SavePluginSettings or use a setter with bSaveConfig = true.

About taaclarity.Mode -1

The -1 value on the taaclarity.Mode CVar is a hardcoded default meaning "no override, use the saved plugin mode." It does not need to be saved — the CVar always starts at -1 on engine startup. The actual mode used by the plugin lives in the Tools panel and is stored in DefaultGame.ini.

Important behavior notes

  • Best adaptive behavior is with standard TAA
  • Reactive pass can still help with TSR and other temporal solutions
  • Please note that the plugin disables motion blur and may force the AA method, so be sure to disable these settings if you need them.

DLSS

TAAC works with DLSS. TAAC's sharpening produces a significantly cleaner image than the built-in DLSS Sharpness parameter and avoids the visible degradation it can introduce.

Using both sharpening methods at the same time is not recommended because their effects are multiplied.

Unreal Engine scene with both DLSS and TAAC disabled
1. DLSS and TAAC disabled
Unreal Engine scene using DLSS in Quality mode
2. DLSS Quality
Unreal Engine scene using DLSS Quality with its built-in Sharpness parameter
3. DLSS Quality with the built-in Sharpness parameter — noticeable image degradation
Unreal Engine scene using DLSS Quality with TAAC Clarity
4. DLSS Quality with TAAC Clarity — a much cleaner result with no image degradation

Supported Unreal Engine Versions

Unreal Engine5.05.15.25.35.45.55.65.75.8
Product versionv1.1v1.1v1.1

Changelog

v1.1

  • Sequencer camera preview support

v1.0

  • Initial release

Documentation image