In the image below you can see extra shadowing or AO, or something going on, but I can’t figure out what’s causing it. Does anyone know? (UE 5.3, DX12, SM6)
Update, I’ve disabled all of the following in pursuit of the culprit to no avail:
- Lumen
- Nanite
- TAA
- TSR
- SSR
- SSAO/Mobile AO
- Virtual Shadows
- Auto Exposure
- Dynamic GI
- Raytracing
- Motion Blur
- Lens Flare
- Most if not all of the post processing effects (sans tonemapper which is hard to kill)
- Reflections to use reflection captures
r.ReflectionMethod=0
- Distance Field Shadows On/Off
It’s certainly related to post processing/tonemapper as if I kill tonemapper with ShowFlags.Tonemapper 0
the issue goes away along with color grading, HDR, and a whole host of visual improvements.
Update Next Day , (Should i update or reply to the thread instead?)
I’ve narrowed the issue down to the use of local exposure within the tone mapper. If I set ShowFlag.LocalExposure=0
this defect, and the one talked about in this thread goes away.
You will however need to use a custom post process material that applies custom tone mapping to the result of the Post Process Input 2 scene texture to fix your colors though as you will loose gamma/brightness/luminance/color correction.
Additionally, any post processing effects which are applied between the Post Process Input 2 and 3 scene texture captures will be lost. On the plus side you get back DX12 support, don’t loose all post processing effects, and you can use >80% screen percentage on afflicted headsets again.