I have a small issue, when I go bellow medium global illumination scalability most of my shadows has black spots like this. Any idea how to fix it?
Hello, can you be more specific?
- Do you see the shadow issue on ALL surfaces and materials, or only some?
- Have you tested the shadow issue on objects with the default Epic materials?
If you still see the shadow issue on the default materials, that’s an Engine issue. If you only see the shadow issue on your custom materials, then, of course, it’s an issue with your custom materials.
I tried to set up a post processing volume and enabling ray tracing ambient occlusion solve the issue. The problem is that what if my future game will be played by someone who don’t have a GPU that supports ray tracing he will see this artifact.
There is any permanent solutions to this?
You did not answer any of my questions, so I cannot provide any assistance.
Do you see the shadow issue on ALL surfaces and materials, or only some?
Most of the other surfaces has black artifacts as well some are small other are big. Most of them flicker when you move
Have you tested the shadow issue on objects with the default Epic materials?
Yes, I just loaded an empty fps default map and set the engine scalability to medium. This resulted in showing those nasty shadows on most of the cubes
My teammate have same issue on GTX 1650 (UE 5.5 only), I have RTX 3070 and no issues in 5.4, 5.5.
Same clean (just cloned from GIT) projects. Drivers are newest. Materials are custom, but they are simple (no HLSL code used).
Render: ShadowMaps, Lumen (GI + Reflections), disabled Nanites, also no HW RayTracing.
Problem was in Distance Fields Ambient Occlusion in shadowed dark areas when SkyLight is Movable:
Lumen just hide this problems. But I don’t understand, why no Lumen on non-RTX GPU now?
That’s typical DFAO artifacts, you’ll have to make sure meshes are constructed with DFAO in mind and check the distance field views to see what’s going on with the meshes. They might need to be thicker or modeled in a more modular way, or not be one sided. Some meshes might need distance fields disabled.
Lumen also relies on the distance fields for software lumen, but it’s a bit more robust and can fall back on screen space. Lumen gets disabled on medium or low scalability
I bought the Ultra Dynamic Sky and used it to replace the default lighting and it solved for me, probably fixed the issue tweaking some settings
This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.