Orthographic camera jitter bug in windows builds

Can confirm the issue on my side. I am making a top down game with ortho cam, during shipping builds the cam is jittery and the game is unplayable. I am on latest engine version, tried all the things mentioned in this thread and the issue still persists.

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I wonder, could it be related to those new features for the ortho camera, this Auto Calculate Ortho Planes stuff? As far, as i know, that change was introduced with UE 5.4, was not there in UE 5.2 (i currently don“t have UE 5.3 installed for comparsion).

Hi all, so sorry for the lack of response, I’m not receiving notifications on this thread, I will get that fixed separately.

Thank you all for confirming this. I’ve added a bunch of fixes to 5.5 so I’m sort of hoping this is resolved there but I will test in the next few days, really sorry this has been happening for so long under my radar aswell.

Thanks
Jon

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Got the chance to upgrade my project to 5.5.0 today! I had been able to resolve the bigger jitters in it on 5.4.2 but even just sitting at the title screen I was still getting a slight persistent jitter. First impressions of 5.5 are perfect – no jitter whatsoever. I haven’t put it through any rigorous testing yet, but first impressions are positive! Will update with any news.

(Tested with a Windows shipping build using Orthographic camera, Vulkan RHI, and Forward renderer)

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Thanks for testing this. I had no luck with the 5.5 preview but will now test to upgrade to 5.5 once most plugins have caught up.

I had issues with volumentric fog not rendering and light functions on directional lights not working as expected (clouds using noise textures) but hopefully this has also been resolved.

Has been some great updates made to the orthographic camera in these last updates.

Hi all,

Finally got the chance to validate these issues and I can concur that the issue is present in 5.4 (and wow did I get motion sickness from it!) but I am unable to reproduce in 5.5. I have a hunch as to what the cause was, we had a really nasty bug in Ortho where there was occasional sampling outside of the viewport, but it also may have just been an older bug related to TSR that didn’t quite make it into 5.4.

Regardless, 5.4 was beta Ortho and we have lifted it to production ready for 5.5. Volumetrics, Niagara, Fog, Decals were the last few pieces I had to fix and they should hopefully all be resolved.

Just going to respond to a few specifics from these last few comments:

ā€œeven just sitting at the title screen I was still getting a slight persistent jitter.ā€
I realise this issue was 5.4 but if you see jitter outside of Ortho please create a new thread as it may be an unrelated issue we need to resolve.

ā€œI had issues with volumentric fog not rendering and light functions on directional lights not working as expected (clouds using noise textures) but hopefully this has also been resolved.ā€
Yeah unfortunately these features missed the 5.4 deadline and I was not allowed to hotfix as the code was really invasive, but everything should be at parity with perspective now! Im sure there’s some minor issues hidden below the surface so please let me know if anything else pops up (perhaps in a new thread if it isn’t TSR/jitter related).

ā€œHas been some great updates made to the orthographic camera in these last updates.ā€
I’m very glad you like it! It was a hell of a lot of work and I had to dive into every area of the renderer to fix each one up specifically for Ortho, each area had it’s own unique bs problem with it lol, so I’m really happy to see people building projects with it! I was worried it wouldn’t end up getting used.

tl;dr Update to 5.5 please, the issues should be resolved, but please let me know asap if not ofc. If any other Ortho issues come up please create a new thread + ask for me specifically as I want to ensure Ortho remains healthy.

Thank you all for hammering this thread until it got traction, I greatly appreciate it!
Jon

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I updated to 5.5 to try the improved orthographic camera, I used a light function material on my directorial light to simulate cloud shadows, I can see the shadows working in the editor, but not in game. @Jon.Cain

I’m using the 5.5 version for a few months and I have not noticed any issue about ortho camera so far.
Thank you @Jon.Cain and the other engine rendering programmer for the fix.

After some more testing it seem that there are some broken options regarding the clipping plane when using a orthographic sceneCaptureComponent2D(SCC2D).
Using a normal orthograpic camera the near and far clipping planes can be adjusted as expected.
When using a SCC2D all settings connected to the clipping plane are doing nothing.
The only change I’ve seen is when setting the SCC2D to use the camera height as the clipping plane dips down even further.

I’m digging trough the documentation but console commands and settings in the component itself appear to make no changes.