Afterimage of shadow in deferred rendering

I have a skeletal mesh placed and animated in a third person template project on UE 5.1.1 .

When rendering by Movie Render Queue, if I set the spatial sampling count more than 1, I see shadow afterimages on the body.

It is as if the shadows from a few frames ago are burned in.

MRQ output:
ezgif.com-gif-maker
(spatial sample:8, temporal cont:1)

It is even easier to find when Lightning Only is used.
s8t1lighting

Why do I see these shadows?

Setting spatial sampling count to 1 and increasing temporal sampling count would solve this.
s1t8lighting
(spatial sample:1, temporal cont:8)

But it would make a blur effect and break Cloth Simulation. So I would like to avoid this.

I am looking for a solution.

The procedure to obtain these images is as follows:

procedure
  1. create a new project from Third Person Template.

  2. turn on MRQ Plugin.

  3. place a skeletal mesh SKM_QuinnSimple and a camera actor.

  4. rotate DirectionalLight and set SkyLight Intensity 3.0 to reduce brightness.

  5. create LevelSequence and bind a camera cut.

  6. add job to MRQ.

  7. set AA setting
    spatial sample count :8
    temporal sample count :1
    AA method :None

  8. set cvar
    ((“r.MotionBlur.Amount”, 0.000000),(“r.MotionBlur.Max”, 0.000000),(“r.MotionBlur.Scale”, 0.000000),(“r.MotionBlurQuality”, 0.000000),(“r.MotionBlurSeparable”, 0.000000),(“r.DefaultFeature.MotionBlur”, 0.000000))

  9. render

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