# Issue with pixelated specular on mesh edges

**URL:** <https://forums.unrealengine.com/t/issue-with-pixelated-specular-on-mesh-edges/2694167>\
**Category:** Rendering\
**Tags:** unreal-engine, lighting-problem, Rendering, Lighting, question\
**Created:** [January 22, 2026, 4:29pm UTC](https://forums.unrealengine.com/t/issue-with-pixelated-specular-on-mesh-edges/2694167 "2026-01-22T16:29:22Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![Data\_Vision](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/data_vision/32/1118730_2.png) [@Data\_Vision](https://forums.unrealengine.com/u/Data_Vision)\
**Post date:** [January 22, 2026, 4:29pm UTC](https://forums.unrealengine.com/t/issue-with-pixelated-specular-on-mesh-edges/2694167/1 "2026-01-22T16:29:22Z")

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I’ve been having this issue and i’m not sure what causes it but it’s a pain point for me (automotive rendering).

When lighting the car parts, i get these pixelated issues on mesh edges, that get smoothed out by antialiasing but not completely. I guess it’s related to aliasing itself, but i get these when rendering at 4K 200% screen res + TSR..

Here’s a clear example with AA disabled :

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/d/3/b/d3b7356c94b4efa3d397a34d363c3f78cb6b7aaf.jpeg)

And here’s after render (with TSR pass) :

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/8/0/c/80cfdda5b0e5316e1c1e0d79a56f2ad8cacf51ba.jpeg)

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/9/7/297d1edea0ac666127e27a0aaa4b9ecc9127d74f.jpeg)

Using everything RayTraced in 5.6.1

I’d appreciate any input or guidance.

Thanks
