Persistent Flickering and Fine Visual Noise in Unreal Engine 5.7 / 5.8 – RTX 5060 Ti and RTX 4070
I’m looking for help from someone with experience in Unreal Engine rendering, D3D12 and NVIDIA GPU drivers.
I’ve been investigating a persistent flickering and fine-grained visual noise problem in Unreal Engine for quite some time, without finding a solution.
System configuration
Main PC
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GPU: NVIDIA GeForce RTX 5060 Ti 16 GB
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CPU: AMD Ryzen 9 9900X
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RAM: 64 GB
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Windows 11 Pro
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NVIDIA Studio Driver 617.42
Second system
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NVIDIA GeForce RTX 4070 laptop
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Similar visual problems in Unreal Engine.
Description of the problem
Unreal Engine displays persistent fine-grained flickering/noise, almost like old television static.
It affects:
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Landscape textures and ordinary materials
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Rocks and terrain
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Trees, leaves and grass
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Other static objects
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UI widgets
The noise remains visible even when the camera is completely stationary and nothing is moving in the scene.
The problem occurs in multiple projects and across Unreal Engine 5.7.4 and 5.8.x.
It also occurs on a second PC with a different NVIDIA GPU.
Tests already performed
I have extensively investigated this issue and tested:
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Multiple Unreal Engine versions.
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Different NVIDIA drivers, including a clean installation of an older driver.
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D3D12, DX11 and Vulkan.
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TSR, TAA and anti-aliasing completely disabled.
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Nanite enabled and disabled.
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Lumen and different shadow configurations.
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Different assets, materials and textures.
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Different framebuffer formats: 8-bit, 10-bit and Float RGBA.
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Async Compute disabled.
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NVIDIA Smooth Motion disabled.
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NVIDIA power management settings.
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Different monitors and single-monitor configurations.
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HAGS and other Windows graphics settings.
None of these tests resolved the problem.
Blender and Unity do not show comparable visual problems on the main PC.
NVIDIA Nsight Graphics investigation
I also captured an Unreal Engine frame using NVIDIA Nsight Graphics.
The capture identifies:
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Primary API: D3D12
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Primary GPU: NVIDIA GeForce RTX 5060 Ti
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Driver: 617.42
Nsight displayed a D3D11 Device Creation warning during capture/replay, despite identifying D3D12 as the primary API. Therefore, the capture has not yet provided a definitive diagnosis.
What I am looking for
Could someone from Epic’s rendering team or an experienced Unreal/NVIDIA graphics developer help investigate this?
In particular, I would like to know whether this could be related to:
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Unreal Engine’s deferred rendering pipeline.
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D3D12 resource handling or synchronization.
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NVIDIA driver compatibility with UE 5.7/5.8.
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Temporal or spatial rendering instability outside TSR.
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A known issue affecting RTX 40/50-series GPUs.
I am happy to provide videos, screenshots, Nsight captures and additional diagnostic information.
I have spent a considerable amount of time testing this and would really like to identify the actual cause rather than continue changing random settings.
Has anyone experienced the same issue or can someone with rendering-pipeline experience help investigate it?
UE-243388