For some reason the topic below is listed as solved when it has not been solved. My response below.
This topis is not solved. I’m running the latest version of Unreal Engine 5.6.1 and it is still happening. This issue started happening just after updating to the latest version of the NVIDIA Game Ready Driver. I rolled back to version 577 and it stopped happening so it is confirmed the issue.
Reverting back to 577 cannot be considered solving the issue. People still need to at some point update to the latest version and we can’t control what version of the Nvidia drivers are installed on our players computers. This completely renders depth of field unusable as the amount of pixelation varies depending on the window size. The images below are best case scenario in some instances it looks like a transition screen for the 8-bit nintendo…
Screenshot 2025-08-26 1203471920×1037 44.9 KB
Screenshot 2025-08-26 1204461920×949 180 KB
So far I have tried these steps and non helped:
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Increased DOF quality through: r.DepthOfFieldQuality = 4
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I tried to increase other DOF related console variables and non worked
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Increased AA Temporal samples and spatial samples
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Tried other AA methods - TAA and TSR
I have to say that the issue is not visible in viewport and only when rendered using MRQ.
Appreciate the help if any1 has a clue!

