When using thick fog combined with high frequency detailed meshes, artifacts start to show in 5.8. These are not visible in 5.7.
The common case for us is megascan assets like the river rock ground pieces you can get on FAB for example. But any asset that has a lot of depth variation over a small surface area can repro the issue. It is a bit difficult to see in the video, but large areas of nanite detail can show up very well in thick fog and is quite distracting.
I believe this may be happening with Volumetric Clouds as well, but I have not confirmed that yet.
I have tried reverting HeightFogCommon.ush and HeightFogPixelShader.usf back to 5.7 and that does not fix the issue.
I also tried turning off Fog Screen Space Scattering using convars, but that also did not fix the issue.
I have verified this affects both fog and volumetric clouds in cases where either is thick and there are high frequency meshes in or behind the medium that produce lots of small depth changes.
That fixes it up as well and avoids needing to change some source code. I do notice with either my original fix or the convar, foliage does stand out a bit in dense fog when moving as well. It’s not nearly as egregious as it was without the fixes, but just thought I’d mention it.
You can try set r.TSR.ThinGeometryDetection.Coverage.ShadingRange to 1 so we will not relax rejection on regular materials that is newly added in 5.8 for TSR.