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出品Ptero Reconstruction: Ghost-Free Upscaling & Edge AAのメディア1
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説明

Upscaling with no ghosting, because there's no history.

Temporal upscalers build each frame from previous ones. That's how they get smooth edges, and it's also where ghost trails, smeared motion and post-cut re-convergence come from. Ptero Reconstruction takes a different route. It finds the geometric edges in every frame and rebuilds them from that frame alone.

  • No ghosting or smearing. Nothing is carried between frames, so fast motion, thin moving objects and camera cuts look the same as a still frame.

  • Sharp geometry in motion. Silhouettes and creases are rebuilt from the scene's own depth and normals, not guessed from colours.

  • Edge AA + Upscaling together. Analytic Edge AA resolves edges at render resolution, then PteroSR upscales along the same edges. At 100% it works as a pure anti-aliasing solution.

  • Deterministic output. The same input always gives the same frame, which helps cinematics, captures and comparisons.

  • Drop-in. It takes over the engine's temporal upscaler slot. No engine modifications, and it works with Nanite, Substrate and Lumen scenes.

Features

  • Quality modes: Native (100%), Ultra Quality (80%), Quality (75%), Balanced (66.7%). These apply in game and in the editor viewport.

  • Edge Softness control, from crisp (exact pixel footprint) to a softer, TSR-like edge.

  • Edges estimated from depth and normals, with no special content setup. An optional API lets custom engine builds supply exact edges.

  • Performance options: flat-pixel skipping, a fast interior path and async compute, each with a fallback to the full-quality path.

  • Every setting lives in Project Settings → Plugins → Ptero Reconstruction, with matching r.Ptero.* console variables.

  • An on-screen stats overlay (render → output resolution, active passes, edge source) and seven debug views.

  • One-command A/B testing against TSR at an identical resolution (r.Ptero.Enable 0/1).

Known limitations

  • Edge AA targets geometric edges (silhouettes and creases). Texture shimmer, specular aliasing and alpha-tested foliage are not addressed.

  • Very thin geometry (sub-pixel wires and railings) can show small breaks or notches.

  • Edges are estimated, not exact, so corners are slightly rounded and tight curves are approximated.

  • The passes run after translucency is composited, so translucent surfaces over a geometric edge pick up that edge's resolve.

  • Per-pixel cost is higher than TSR at the same resolution. The performance gain comes from rendering at a lower resolution.

  • Requires the anti-aliasing method set to TSR or TAA, since the plugin takes over that slot.

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