Flickering Noise White Dots on my character face

The noisey dots go crazy. It’s UE5.6 I’m using. I tried turning path tracing on/off and switching out MSAA to TAA none of those seems to make a difference. Help!

Hello there @RandomForum!

Yeah, this is a bit of a recurring issue around the community. It can have multiple causes as well, so there are several methods to deal with it. Let’s try to work with some of them:

  • First of all, to rule out software/hardwarem, please ensure your OS and video drivers are updated to the latest version available. I would also suggest a clean install of GPU drivers, and to use Developer drivers if available.

  • After the driver update, switch between DX11 and DX12, to see if there are any differences.

  • Next, check the quality levels on your character, specially if it’s based in megascans or FAB asset. If those were imported in medium, and your scene is using a different scalabillty, it will result in visual artifacts. Play around with the values here:

  • Then, check for any active compresion effects in your asset’s texture set, and test switching from alphas to masks

  • Now, if Nanite is enabled in your scene, test by disabling it. And if you are using Lumen as well, this could be tied to reflections. Please test the following commands:

r.Lumen.Reflections.HierarchicalScreenTraces 0
r.Lumen.Reflections.HighQuality 0
r.Lumen.ScreenProbeGather.ScreenTraces 0
r.Lumen.Reflections.ScreenTraces 0
r.Shadow.Virtual.OnePassProjection.MaxLightsPerPixel 64

  • You can also test disabling hardware ray tracing:

  • Finally, if by any chance, your project started in a previous version of UE, and was then migrated to 5.6, you can have old renders values left in your project. In order to clear them, search for the “DefaultGame.ini” file in your directory, open it with a notepad, and delete all settings under the header [/Script/Engine.RendererSettings] .

what are you using as light sources? this looks like some of those very dense and random and noisy normals maps hit a perfect reflection path to the light and the intensity of that light source is too bright, so… it creates extreme bloom artefacts. just spitballing tho.

fix for that would be to decrease the normal map strength. you gotta create microfacets thru roughness, not microscopic and random normals.

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