# Flickering in a mirror UE 5.5

**URL:** <https://forums.unrealengine.com/t/flickering-in-a-mirror-ue-5-5/2282389>\
**Category:** Rendering\
**Tags:** unreal-engine, Rendering, question\
**Created:** [January 17, 2025, 11:36am UTC](https://forums.unrealengine.com/t/flickering-in-a-mirror-ue-5-5/2282389 "2025-01-17T11:36:07Z")\
**Posts on this page:** 1\
**Showing post:** 13

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**Author:** ![looore91](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@looore91](https://forums.unrealengine.com/u/looore91)\
**Post date:** [January 21, 2025, 10:08am UTC](https://forums.unrealengine.com/t/flickering-in-a-mirror-ue-5-5/2282389/13 "2025-01-21T10:08:12Z")

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Hi everyone and thank you very much for your advice.

I have done several tests in this time and finally got better results with this configuration:

- Machine: i5-12400F, RTX 4060, 16 GB

- The console variables in the export settings:  
`r.LumenScene.Radiosity.Temporal.MaxFramesAccumulated 32`  
`r.LumenScene.Radiosity.HemisphereProbeResolution 4`

- Post processing box settings:  
Lumen Scene Lighting Quality 8  
Lumen Scene Detail 4  
Final Gather Quality 2  
Quality (Lumen Reflection) 2  
High Quality Translucency Reflections Yes  
Max Reflection Bounces 4  
Max Refraction Bounces 4

- Mirror material:  
Color Base B8D9D9FF (slightly blue/green, I think it adds some realism)  
Metallic 1  
Roughness 0.04 (a little bit of roughness helps with distant details that don’t reflect perfectly)

Surely I could optimize the parameters even more but it looks good to me compared to the beginning. This is the result:

[![](https://d3kjluh73b9h9o.cloudfront.net/original/4X/f/3/1/f31a29609bf38e34515667e54710e979fee807c5.jpeg "NewLevelSequence12 2 14") ](https://www.youtube.com/watch?v=6Y2vbw4tBLQ)

I will also keep the trick to duplicate the whole room and apply a transparent material in the mirror, in case I want to render the scene even more accurately.

I will continue to do more testing and keep you updated!

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