This isn’t for animation or stills but rather game dev. I have a rough texture and the reflection is flickering and dancing all over the place. I’m used to using UE for stills so the whole lighting/rendering for real-time is a little new to me. And I also want decent frames obviously so I can’t just crank everything up to max like you can when rendering stills.
I feel like I’ve followed most of the basic tutorials which haven’t helped.
Here’s a video showing the flickering and the post process setup as well as the material set up:
Oh and scalability settings are on Epic.
If you look at my video you’ll see I already did this.
I don’t find lumen to be nearly that temporally unstable with default settings… make sure your screen percentage isn’t too low, and TAA/TSR/DLSS or some sort of temporal accumulation is enabled.
You can also adjust the number of frames accumulated.
For example, r.Lumen.Reflections.Temporal.MaxFramesAccumulated
may be able to increase the temporal stability but may cause increased ghosting or other artifacts, Lumen accumulates multiple history buffers that each contribute to the temporal stability or lack thereof in certain parts of the image.
I think there’s something fundamentally broken in my scene. I did a ton of research on what you said and tried many different methods and not a single thing even changed in my scene. I mean sure I can set TSR and upscale to 200% and get 7fps for a slight improvement. But that’s it.
Is it my geometry? my ceiling is a thin plane with 2-sided enabled. The static meshes that are my tube lights have an emissive texture (which is supplemented with actual lights). You can see that the emissive light really affects the GI/Reflections (I think it’s GI more than reflections?) worse than a regular light:
What you essentially see is that emissive + shadows is where it gets bad.
hardly any of my post process setting seem to affect the scene (I have unbound checked).
I’ve tried: r.Lumen.Reflections.Temporal.MaxFramesAccumulated=32 and literally nothing changes.
Emissive lighting contribution is very sparse / poor quality currently. I would use the actor light and then either decrease the brightness of the emissive so it no longer causes that issue or change its material blend mode so that it doesn’t contribute to the GI.
Even if I delete them entirely, it’s still a disco-ceiling.
At this point I think I’ve tried everything and I have to emphasize again, nothing I do even changes it, so it’s not as though I’m able to tweak it (with the exception of setting roughness to 1.0).
I’m gonna have to conclude that Unreal can’t handle roughness on large surfaces or there’s a bug. I’m using 5.3.2