Movie Render Graph Antialiasing issue

Hello, I seem to have hit a wall using the movie render graph with Lumen. No matter the settings I try, the antialiasing is missing on every fourth frame (or so it seems) and the result is a bit inconsistent between each frames too compared to Movie Render Queue. (MRQ renders the same shot without breaking the anti aliasing, but I need the layers of the MRG in lumen)

MRG

Unreal 5.8 with 1 spatial 32 temporal, we see grass pcg in the gif above, but it also happens on static mesh in other part of the scene.

I tried simplifying my level, graph and cvars to the minimum but had no success after a lot of test renders. Maybe I’m forgetting something, I know I had this issue when the MRG first came out, but I think I switched to path trace and didn’t had the need to fix it at the time. Any pointers are welcome. @comlys I would love your input on this too if you ever see this. :slight_smile:

Thanks in advance!

AA is missing on every 4th frame? This is a new one. Are you able to give a but more information? You mention it happens on another static mesh. Is it the whole frame or just certain objects? Does it happen in the whole project or just one shot?

Does this happen with TSR as AA as well as when you set it to None?

Hey I just had similar problem, I tried to use Spatial Samples with none AA and this is the difference with MRQ & MRG. I dont think its just temporal or spatial samples, or the amount…
Btw both has same samples (9), also same Cvars.

Hi Shaun, thanks for the quick reply.

It happens on the whole frame, on multiple type of assets, sets and sequences of our project. We are using USDs for characters, PCGs for grass.

We didn’t try to swap none for TSR yet, but someone tried replacing none for Temporal since my first post and it seems to render the AA properly, only, doing so usually gives pictures that are not as sharp as using “none” and I always try to keep it to none as this seems to be the concensus. (I received comments from directors in the past that renders using temporal were too blurry) But maybe I’m wrong to do so? We will try TSR too, I’ll post back in a bit to tell you how it goes.

Sorry for not being able to post larger frames, the show is under nda.

Thanks again

I just tried it here myself and don’t see anything. Is there any way you can share a small repro?

@MarkMurDuck Same with you if you have one you can share. This sounds like something we need to look into.

I think I see it on my end. We’ll have a look. Thanks for tagging me on this!

Awesome, no problems! If it doesn’t work, keep me posted and I’ll try to reproduce on a smaller scale with stuff that is not under nda.

So far in my tests, it seems limited to foliage/landscape stuff. Does it happen with all sorts of actor types for you?

I’ve tried an indoor sequence. I stripped it down step by step to test by removing different elements (usds, trees, static mesh, skeletal meshes, etc…) and each time I did a render, to the point where I just have primitives left and a point light and I still get the issue on my side. There is no landscapes or foliage left, I’ve removed all cvars and collections too. Rendering in 2k makes it more apparent and our cams have a 2.39 ratio. Made a new sequence and new camera, I tried 1.77 but it made no difference. I hope this helps.

Can you share that project, please? I just made that here locally and it rendered ok. You much have some other setting I don’t have.

Hello, here’s a copy of the project that I cleaned up. I tried it on my personnal home PC and I could reproduce the issue.

Project_Copy

To reproduce, open in Unreal 5.8, you will find the level and sequence under content/Sequences/sq1690.

Just start a render using the _MRG_Multilayer_Lumen_Main movie render graph preset, or use the Render_test Movie Pipeline queue to load it. You can also do a render with the MRQ with the _MRQ_Multilayer_Lumen_Main preset. You’ll notice the MRQ is nearly perfect compared to the MRG.

I tried different nvidia drivers: 595.97, 576.88 and 610.62, but there was no differences.
rtx5090, rtx5080 and rtx2080.

Thanks for your time, I really appreciate it.

Perfect, thank you!

Hi Shaun, did you get any luck with the shared project? Can you see the issue on your side?

Thanks in advance for your time!

Yes, thanks. We have it, and we have a fix, but we need to figure out if it’s safe to put it into a hotfix.

Oh awesome, keep me posted! :slight_smile:

Hi Shaun,

Would there be a way to get this hotfix?

This issue has basically stalled our production as most shot present this issue and we can’t render because of it. We tried switching to MRQ to bypass the issue, but for, as of yet unknown reason, MRQ stalls on the Render Farm.

Having a hotfix for this Antialiasing issue is kind of our only hope.

Do you build the engine? If so, I can send you the Git CLs. Until we can be certain it does not break things, we can’t release it. It needs testing.

If I don’t build the engine, then I can try to help you figure out why things are failing on the farm with MRQ presets.

Hey Shaun,

We don’t normally build he engine, but we can look into it.
If you can send me the Git CL’s I’d really appreciate it!

We were only using MRQ as a stop gap, so if we can use MRG again, we’d be set. :blush:

It’s a pretty minor change code-wise.

https://github.com/EpicGames/UnrealEngine/commit/bd6e22ec8f68423b5ceea9db0d46c7b1e32bde64

If you need help with the MRQ stalls just tag me.