Screen Space GI with TAA produces temporally unstable speckle noise

Context: this report comes from a RenderFuzz-based UE 5.5 rendering anomaly study. I am posting the issue publicly so other Unreal Engine developers can check whether it is reproducible, already known, or has a practical workaround.

I found a repeated UE 5.5 rendering artifact where TAA + Screen Space GI creates speckled noise that flickers over time on indirectly lit surfaces.

Repro setup:

  1. UE 5.5 on Windows.
  2. Deferred renderer.
  3. r.AntiAliasingMethod=2.
  4. r.DynamicGlobalIlluminationMethod=2.
  5. Slow camera rotation/translation in a map with rough surfaces receiving indirect light.

Observed result:
The affected surfaces show sparkling/speckled noise that changes from frame to frame. It is not just a static noisy texture; the pattern is temporally unstable.

Expected result:
Screen Space GI should not produce obvious frame-to-frame speckle flicker on stable surfaces during slow camera movement.

I attempted to submit this through the Unreal Engine Bug Submission Form, but the submission is currently blocked at the site’s human-verification step. I am using this thread to keep a public reproduction record while I continue trying to get the official form accepted.

Attachment note: I attempted to attach video_comparison.mp4 here, but this forum account is currently blocked by the forum’s new-user attachment restriction. The representative video was attached to the Unreal Engine Bug Submission Form submission and can be provided again when the forum allows attachments.

Update: I was later able to submit this through the Unreal Engine Bug Submission Form after completing the site’s human-verification step. The earlier note about being blocked at verification is no longer current. I am keeping this forum topic as the public reproduction record, and the representative video was included with the official form submission.