I’m getting some major ghosting in 5.2 on foliage with wind enabled. Tried switching anti-aliasing from TSR to TAA and the problem still exists.
Has anyone else experienced this? Any solutions?
I’m getting some major ghosting in 5.2 on foliage with wind enabled. Tried switching anti-aliasing from TSR to TAA and the problem still exists.
Has anyone else experienced this? Any solutions?
Try: r.TSR.ShadingRejection.Flickering 0
There are a few project setting → rendering settings that may help.
I cannot recall the exact settings off the top of my head but I know where you can find them. The “Rural Australia” project which is free on the marketplace has a downloadable .ini file in the description and it is commented to show which settings do what. You don’t actually need the unreal project, just that text file which is in the description.
I believe there is some settings like Output Velocities which helped a lot in one of my projects to reduce ghosting on foliage.
Tried this and it didn’t work. That seems to have helped a lot of others on different posts though. Just can’t seem to figure this out.
i think that the output velocities also needs to be flagged in the materials as well. Like each material has to flag if it wants to write output velocity. I may be getting the terms wrong, but if you search in material for velocity you should see same thing as whats in the project settings.
may be obvious but many of these rendering settings require an editor restart to take effect
I believe the feature only works correctly with temporal anti aliasing (TAA) enabled.
It also comes at a cost that is fairly high for your run of the mill gfx.
(But since stuff looks like trash out of an impressionist painting without it, theres not much of a choiche is there?)
The newer engine pipeline seems to just be getting worse for the avarage project…
It was a foliage paint issue. When I drag and drop the actual static meshes of the trees into the level, they are fine. I’m kind of a noob so I’m not sure if this is normal, but just figured I’d post somewhat of a solution for anyone in the future.
it’s kind of necessary for performance to use instances rather than static mesh actors, dependent on the level and use case of course
Hey. Did you manage to solve this issue? I also have this problem, if place the Black Alder trees, there is no problem. But when I paint, even adding a single one, causes massive flickering.
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