HELP: get rid of this box/line shadow in high resolution render!!

Hi! When I render at high res (6k or above), I get this weird line/box of shadow that persists in my animation render.


And I don’t have it when I render at lower res, like 3K:

I Use TSR, 1 spatial sample count, 8 temporal sample count. Using OCIO to render Aces. (I didn’t use the High Resolution option / tiling as it was costing me too much time.

.

No console variables yet besides “r.RayTracing.Nanite.Mode 1”

How should I fix this render artifact? It’s so obvious and very annoying!!

Hello there @WinneDay!

From your provided data, the first step would be to ensure that your UV wrapping and textures are in order, and that no map is affecting that particular section of your model. After that, if the issue persists, it can be related to a potential software/drivers issue. Let’s try some methods for resolution:

  • Please update your OS to the latest version, and your nVIDIA drivers, make sure you are picking the “Clean Installation” option, as well as going for the “Developer” drivers, as these have more stable settings for engine work.

  • To rule out hardware issues, in Unreal Engine, adjust your values for engine scalabillty, to ensure your equipment is not being exerted.

  • Test disabling Hardware Raytracing from the engine

  • Please make sure that no RTSS or overlocking are enabled for your video card while working on the engine.

  • Uncheck all SM5 in the project settings (Project Settings → Platforms → Windows).

  • Disable motion blur in postprocessing settings.

  • Remove and reinstall any mesh packs recently added to your UE.

  • Additionally, there are two settings to test in nVidia control panel: Go to Settings, and under Features → Overlay, disable the “Game filters and Photo Mode” option. After that, click on “Manage 3D Settings” in the settings menu on the left, go to Monitor Technology and select “Fixed Rate”. With these changes applied, please restart UE5.

Make sure you disable all screen space effects like vignettes, bloom, flares, local exposure, etc. Also make sure that Screen Traces are disabled in both Lumen GI and Refl.

All that being said we fixed an issue with Lumen and high-resolution rendering that could contribute to this. Unfortunately that will not come out until 5.6 but if you are building from source I can try and find the Git CL.

hmmm I tried all of this & it still didn’t work!

Before seeing your post, I adjusted my NVIDIA settings following this tutorial Best Nvidia Control Panel Settings For Unreal Engine | Enable GPU Acceleration In UNREAL ENGINE! and was able to render 4K at 125 screen percentage very well & very fast. But two days later it doesn’t work anymore----I can render 4K but not 4k at 125 screen percentage.

Also before seeing your post, someone suggested me to put in these commands:

  • r.forceLOD 0;
  • foliage.forceLOD 0;
  • r.texturestreaming 0;

and change my anti-aliasing method to: 256 + 8 + “override”" + “none”, which sort of got rid of the line, except it was taking my computer forever to load a frame, and made it not very feasible for my project delivery.

Any other ideas? I have to submit my 10 minute film in 10 days!

Hello! I disabled these things as you suggested, but the problem persisted…

Before seeing your post, I adjusted my NVIDIA settings following this tutorial Best Nvidia Control Panel Settings For Unreal Engine | Enable GPU Acceleration In UNREAL ENGINE! and was able to render 4K at 125 screen percentage very well & very fast. But two days later it doesn’t work anymore----I can render 4K but not 4k at 125 screen percentage.

Also before seeing your post, someone suggested me to put in these commands:

  • r.forceLOD 0;
  • foliage.forceLOD 0;
  • r.texturestreaming 0;

and change my anti-aliasing method to: 256 + 8 + “override”" + “none”, which sort of got rid of the line, except it was taking my computer forever to load a frame, and made it not very feasible for my project delivery.

Any other ideas? I have to submit my 10 minute film in 10 days!

256 + 8 is A LOT of samples for the deferred path. I would not do that. Also, forcing those LODs will just increase your memory footprint. Especially the texture streaming. Maybe that’s why you weren’t able to render at that res anymore?