How do I get rid of this ghosting caused by Lumen GI?

Yes, my target FPS is 60.

My workaround for now has been to have the indoor areas totally dark which is something I can do considering that the world is post-apocalyptic and there would be no electricity. When I remove the emissive lights the ghosting goes away.

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The reason can be lumen screen traces, try typing

r.Lumen.ScreenProbeGather.ScreenTraces 0

in console. It will remove all screen space GI, but should remove ghosting too.

If you still need Screen Traces, you can increase Grid Resolution (default is 48). I didn’t test, but assume this will have performance impact.

r.Lumen.ScreenProbeGather.RadianceCache.GridResolution 256

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I encoutered the same issue, no idea why either.

I’ve run into this and have come to a (decent) solution, it seems. Worked for me at least…

The bajillion-blades of grass using WPO shaped-meshes+wind-animation over long distances, w/lumen.

I have the following scalability-settings:

Using Lumen, no hardware-raytracing, DX11, regular (cascading) shadow-maps, SM5 I tested with DX12 and virtual shadow maps, SM6 and I get the same results as below.

I went from fast-motion (char-movement max-acceleration is set to 225 speed, speedish of my fastest mount I plan to make) and this visual. You can clearly see smearing behind the character. It comes and goes, more or less, but it’s always there:

Before

to this:

After

by using the command r.TemporalAA.Quality 2. The default value (for me) was apparently 1. Even the grass looks a little better in the bottom-pic. Not so much the blur, the the color comes across with more fidelity (to my eyes).

r.Lumen.ScreenProbeGather.ScreenTraces 0

@socialdistortio - I have only one thing to say: THANK YOU.

I have been struggling with it for a long time and browsed half of the internet.
My problem is entirely gone after changing this config.

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