Pixelated DOF issue on out of focus objects close to the camera when rendering through Movie Render Queue. (UE 5.6)

Hello,

You can see the issue in these screenshots:

So far I have tried these steps and non helped:

  • Increased DOF quality through: r.DepthOfFieldQuality = 4
  • I tried to increase other DOF related console variables and non worked
  • Increased AA Temporal samples and spatial samples
  • 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!

3 Likes

Hi, today we found a solution to the problem, you need to roll back the nvidia driver, I rolled back to version 577 and the problem is fixed

6 Likes

Wow! Thank you so much - I would have never thought Nvidia driver could cause it!
It’s now fixed for me too :slight_smile:

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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 who’s fault this is, but it would be nice to have the latest drivers and be able to work with them.

https://unrealbugsubmissions.epicgames.com/s/?language=en_US&token=2GulNHfgN8t3qp6lNI4zXB55ushZtMHAC62l

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 what’s causing this? I’ve tried pretty much everything (r.TemporalAA.Upsampling is 0).

It’s 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

r.DOF.TAA.CoCBilateralFilterStrength 1

Which seems to help, though tooltip says

How exactly is this topic marked as solved? I’m 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 wouldn’t 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 can’t control what version of the Nvidia drivers are installed on our players computers. This completely renders depth of field unusable.

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Agreed, it’s also not solved for me when using 577 - I still get it. Did you do anything special to fix it?

Bonkers this has been ā€˜Resolved’. Unreal Engine 5.6 is pretty much unusable for any kind of movie work with DoF right now:

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.

Same here! Its not resolved. Very noticeable pixelation on some shots and weird black stripes

I had to roll back to version 577.
RTX 5090, Win11

I’d 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 isn’t really a long-term option for me either (577 has issues in some other 3D software I use). I’m hoping this has been ā€˜resolved’ because it’s fixed in an upcoming NVIDIA driver.

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For those for whom a rollback to 577 doesn’t work, there is another workaround:

Add console variables to your graph or config and enter sg.PostProcessQuality 3.

This forces the post process to run at Epic quality, while everything else runs at Cinematic. It removes the issue.

For me the difference in quality with this setting is negligable, but for you it might change a lot in your shot.

Thanks Dracuglia. There’s a lot of difference between PostProcessQuality 3 and 4 with my projects, unfortunately, so not really an option here.

581.80 came out today - Still occurring when using this version.

Maybe the studio driver will solve the problem? Or there’s some kind of problem on the UE side.

(post deleted by author)

Not solved! Attempting to roll back drivers now. On latest UE5.6.1. Latest studio drivers.

ā€ Try turning off Alpha in your project settings.ā€ - SA


sg.PostProcessQuality 4: very rough, all mosaic artifacts.
sg.PostProcessQuality 2: slight and completely different mosaic tearing in close-up.

Two issues:

  1. With the new NVIDIA drivers (577+), cinematic quality depth of field has severe mosaic artifacts when sg.PostProcessQuality is 4, but it’s normal when sg.PostProcessQuality is 2.

  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 it’s a bug or if there are any CVar commands to resolve the issue where cinematic quality actually looks worse.

Thank you!