Black tiny dots everywhere UE5

so assets that are ue5 ready have little i mean little(tiny) black dots all over it same with the default ue5 person. plus tress that move are so SO blurry

everything set to epic this is @4k monitor everything looks like rubbish. the quality is better on ue4. is there something to fix this ?

blur/ motion blur is off

pc
3090
32g ram @ 3200
10900k

been having so many problems im considering to go back to ue4…

I don’t have an answer for you, I thought I did as I think I had the same issue when first loading but no longer an issue. Not really sure if I changed anything or if it was just a shader compilation issue.

Anyways, a screen shot of what you are experiencing would be essential to help. You can get a screen clipping using WindowsKey+Shift+S, then just Ctrl+V in the reply on a new line and it will upload.

I would guess it is a ray tracing noise issue. Does it get better or resolve if you turn down from your epic settings? Assuming drivers are all up to date etc etc.

@FXHochban hey mate, At any settings its still the same.(besides low its really bad) mainly when walking in a shadow area. The shadows are the worst showing these dots. I have ray tracing disable. I remember in ue4 with ray tracing you get the black dots but its disabled in my ue5. At the momment ive uninstalled ue5 due to it crashing trying to build hlods. kinda over the hype of ue5 been nothing but a head ack since its come out for me. Plus alot of my assets need to update

yes sorry everythihng update ive even reinstalled windows 11

OK, Sorry that you are having issues. If I have the problem again, or if I find out the cause/solution I will post back here. Of course, others may already know the solution and hopefully can update this thread.

Cheers

Could be your anti aliasing method. Some methods produce flickering / dot like images especially on moving things. Fallout 4 really suffers from this as well to give an example. I believe TAA is the cause.

Thanks @FXHochban .
Also the tree moving blurry is caused by that new anti alasing they put in the super one. Thats cause the blurriness on moving tress. So i think its taa that doesnt cause it. I know its one of em tho.

Yeah im gonna reinstall it tonight try give it another go

Yes, the AA is an issue. For me the TSR works best. I have the rx 6900xt, so it may be more optimized for AMD cards. Let me know what works best with your 3090.



so the horizon has this black lines/ dotty. and not to sure if you can see the dots in the shadows doesnt really show on a screen shot. but zoom in on the legs in the shed (pic) you can kinda see it.

also TRS works best for me the rest throw jaggy lines

so what ive done.

open ue5/New thirdPerson
open new open world. drag and dropped asset.
oh blur/grain ive turned off.
im not to sure but because i can not build all levels i can not change the shadows from preview maybe thats doing it?
if i didnt crash everytime it finishs HLODS i could find out.

Maybe I found something.
New ‘Basic’ Level to keep it simple.
Drag in starter content couch.

Is this what you are seeing? Notice the spotty shadow

Then I turn off the visibility of the Volumetric Cloud.

Now the shadow is nice and crisp.

I have never looked this close before, I have been working more on gameplay and function, and I am pretty new to all of this as well.

Ok, Now you did it. So I place a cube in my open world and I get this.

After clicking through many options I found what may be obvious to some, was a setting on the cube called 'Contact Shadow". Which also has setting in the Directional Light as well.
Turning the Contact Shadow off(False) I get what I would expect.

One last one. In the ‘Basic Map’ I added a cube and I get no ‘contact shadow’ so maybe it has some more to do with light location too. Anyways, I noticed the shadow cast from the mannequin has blurred edge

which would be realistic but found that the ‘Source Angle’ in the directional light can make this shadow crisp edge.

Sorry for the ramble, but does this help?
I think now the crashing issue that you have is more of the priority. Which is probably another post.

Cheers

yeah i see what you mean with volumetric clouds it fixs it all. problem tho. im using dynamic weather so i need to use it lol but ill keep looking around see what i can fine

Ah dang I am also having a similar problem but doing

r.VolumetricClouds 0
r.ContactShadows 0

in a development packaged build does not solve any issues on my end. These may not be adjustable at runtime in packaged builds so I’ll continue testing. If people are having a similar issue to this check out my progress (and hopefully solution).

also on my viewport the hdribackdrop is working but when I package it, doesn’t show or cast light anymore.


I have this same issue as well. lots of dots flickering specially when i package the game.

When I say Black Dots, I mean Black Dots. What the hell is this? I start \ a new project and get the same effect.

those look like the probes lightmass uses, but somehow being rendered?

they show in a new project, how about a sample project, something from the marketplace? maybe it’s your default settings?