Could you please submit this issue to the Unreal Engine Bug submission page? We need to get this resolved by either Epic or Nvidia. I am personally unsure whoās fault this is, but it would be nice to have the latest drivers and be able to work with them.
I tried many different versions of the driver, it didn't help. There are 5 of us in the team, we work on one project, and only two of us with different PC configurations have stable rendering, the rest have pixels like in the screenshot above, any ideas what the problem could be?
Been having these for quite a few versions of UE5 now (but I get it in the viewport AND MRQ). Never seemed to happen in UE4. Anyone figured out whatās causing this? Iāve tried pretty much everything (r.TemporalAA.Upsampling is 0).
Itās as if the buffer responsible for the depth of field blur is running at a much lower render resolution than the engine? Something with how Temporal AA interacts with DOF (if you turn off TA it stops happening)
Tried 9 or 10 different NVIDIA driver versions (including 577, no joy)Did just find this
How exactly is this topic marked as solved? Iām running the latest version of Unreal Engine 5.6.1 and it is still happening. This is not solved. This issue started happening just after updating to the latest version of the NVIDIA Game Ready Driver. If I knew this was a problem I wouldnāt have updated. 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 canāt control what version of the Nvidia drivers are installed on our players computers. This completely renders depth of field unusable.
I just rolled back the NVIDIA version which was a pain in the a to do. Unreal how hard t hey make it to rollback. This is either an Unreal Engine or NVIDIA driver bug that they REALLY need to get fixed asap. This makes DOF look ABSOLUTELY HORRIBLE.
Iād rolled back to 577 with a clean install and it has improved it (mostly no more black areas), but I do still see strange pixilation around the edges, specially with rim lit objects that are out of focus.
577 just isnāt really a long-term option for me either (577 has issues in some other 3D software I use). Iām hoping this has been āresolvedā because itās fixed in an upcoming NVIDIA driver.
With the new NVIDIA drivers (577+), cinematic quality depth of field has severe mosaic artifacts when sg.PostProcessQuality is 4, but itās normal when sg.PostProcessQuality is 2.
Even after rolling back to 577, compared to sg.PostProcessQuality 2, sg.PostProcessQuality 4 has more noise and discontinuity in hair, and after turning off depth of field, there is no such difference (the hair is smooth when depth of field is off).
I believe the first one is a bug. For the second one, please confirm if itās a bug or if there are any CVar commands to resolve the issue where cinematic quality actually looks worse.