Blocky reflection on shallow angles

Trying to render some meshes with very shallow angles, I’m seeing very ‘blocky’ reflection artifacts. Is this something that can be solved with a setting somewhere?

  • Happens on both Nanite and traditional rendering without change
  • Blockyness is always showing as squares, not triangles
  • High-precision normals (normal), 15bit normal precision (nanite) don’t change anything
  • Recompute Tangents (normal), Explicit Tangents (nanite) don’t change anything
  • (obviously) the object has smooth edges throughout
  • Triangles of the object are larger than the blockyness, generally speaking
  • The issue is only visible with very shallow angles, which makes me think it’s some kind of rounding error in the rendering of Unreal

Any ideas what’s going on? Any solutions?

Solution: In Project Settings, set GBuffer Format to “High Precision Normals”

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