Issues after changing vfx quality

In our game we have settings for VFX quality which are by default saved in .ini file.

Normal face on all medium settings (fresh start of the game session):

Swapping the quality of Visual effects to low:


as you can see, after swapping the visual effect quality the face gets washed up, textures applied to landscape are not working and an unknown UI border appears across the screen.

The logic for visual effect quality swap:
Dropdown event → Settings name is VFX? → Set the visual effect quality according to the option selected + apply settings.

Hi @VitalityEVP!

It’s difficult to tell exactly what the cause is without an in-depth look into your project, but I can help narrow down the search. Assuming you are using the default editor scalability settings, you can find a list of all changes made between the low and medium “Effect” settings here: Scalability Reference for Unreal Engine | Unreal Engine 5.5 Documentation | Epic Developer Community

Likely, your issues are related to the Material Quality Level and potentially the Detail Mode. You can try overwriting these quality settings in your EngineScalabilitySettings.ini to see if these are indeed the cause.

For the face, the change of color and texture appears to me as a clear indicator that something in the material is being changed, which makes sense if the material is using material quality switch nodes- combined with the lower subsurface scattering quality settings. Likely, some of your loss of detail and altered look is coming from this- depending on the exact logic being altered between scalability levels. However, it looks like the actual face shape is also changing, which is a sign to me of a lower level of detail. If using the default scalability settings, the only setting that could describe this change is the Detail Mode, which you can learn more about in the page linked above.

For the landscape textures and the UI border, this is a sign of your materials breaking- both something in your landscape material and a material in your postprocess. This is why I suggest this issue is caused by the Material Quality Level. If your landscape material and postprocess material are using material quality switch nodes, then it appears that you have errors in your “Low” inputs.

Otherwise, if you are using custom scalability settings, sharing the scalability differences between Low and Medium quality will help us figure out the cause.

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Thank you for the reply!

We found what was the issue. In project settings “Game Discards Unused Material Quality Levels” - was being set to true.

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