(This is a translation of a [Japanese [Content removed] by kin kyoushu.)
Thank you for your continued support.
I am currently developing a vehicle configurator using UE 5.7.1, and trying to output high-quality still images and various render passes that are identical to, or are as close as possible to, the appearance of the viewport during runtime by using Movie Render Graph.
Questions:
(1) How to ensure visual consistency between the viewport and MRG output
I understand that MRG is a tool intended for high-quality image and video output. So, I’d appreciate it if you could advise on the recommended settings to ensure that the appearance of the running configurator viewport and the MRG output are identical, or as close as possible. I am trying to find a method to reproduce the approved viewport appearance regardless of resolution while maintaining high-quality rendering features.
(2) How to ensure temporal stability
When using Lumen, I am trying to reduce subtle frame-to-frame visual fluctuations in MRG as much as possible, and achieve completely stable and consistent image output. I’d appreciate it if you could advise on the optimal settings for this.
(3) How to suppress resolution-dependent rendering differences
During a test, I observed that changing the output resolution changed the brightness of shadows and ambient occlusion, and that shadows became darker as the resolution increases. Would it be possible for you to advise on optimal parameter settings to maintain visual equivalence independent of resolution?
(4) How to manage stability and VRAM for 14K output
For ultra-high-resolution output, I’d appreciate it if you could advise on precautions to avoid performance issues and maintain stable quality.
(5) About the “Num Warm Up Frames” and “Allocate History Per Tile” settings
When using “Num Warm Up Frames,” and disabling “Allocate History Per Tile” in High Resolution Tiling in order to reduce VRAM usage, will the quality (stability) of features that require temporal accumulation, such as Lumen, still be maintained?
(6) How to improve the efficiency of GBuffer image output
Though I need to output GBuffer passes using additional post-process materials, outputting all passes simultaneously terminates the process due to a VRAM out-of-memory error. On the other hand, it takes extremely long rendering time to output them one by one. For 14K high-resolution output, are there any recommended workflows or settings that can output multiple GBuffer passes as efficiently as possible while keeping VRAM usage low?
I’d greatly appreciate any technical support that would help me achieve the highest possible output quality.
Thank you.
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