In recent years, variants of Temporal Anti-Aliasing (TAA) have become the techniques of choice for fast post-process anti-aliasing, approximating super-sampled AA amortized over multiple frames. While TAA generally greatly improves quality over previous post-process AA algorithms, the approach can also suffer from inherent artifacts, namely ghosting and flickering, in the presence of complex sub-pixel geometry and/or sub-pixel specular highlights. In this talk, we will share our experience from implementing Aggregate G-Buffer Anti-Aliasing (AGAA) in Unreal Engine 4.