Serious display artifacts with MetaHuman

I just installed UE to an Intel NUC 11th gen (Intel Xe) with Windows 11 and completely updated, including display drivers. However, whenever I start the Metahumans sample project I get tons of bad artifacts (that get worse when I zoom in) like below. Is this due to some incompatibility between MetaHumans and Intel Xe, or is there some setup step that I’m missing (I figure that being a sample, I should be able to launch it and at least see a basic character)?

BTW: I have raytracing disabled in Project Settings, which was my first guess as to the problem. I’m assuming since I’m using an Intel Xe, I need to disable some advanced rendering feature to bring it down to something above Android-level, but I just can’t think of which feature (and where) it would be.

Since the Intel Xe is so new it’s likely to have lots of problems like this, you might try switching to DirectX 11 and see if that helps.

try switching the project to vulkan. microsoft is messing with directx to force people to update to latest windows versions. even if you have all the system up to date the combination of having this card and directx probably broke something microsoft didn’t took in consideration.

vulkan should work.

I’m speaking from experience, unreal nanite doesn’t work on my system in directx mode but works perfectly when using vulkan. so the hardware is capable to run that mode if microsoft would had not broken directx on purpose

DirectX 11 worked really well - the only trace of those yellow artifacts where in the hair highlighting, while the rest of the character outline was perfect. I tried re-running in Vulkan for grins, and it was no good - the background was constantly cycling in technocolor, so D11 it is.

the yellow artifacts in the hair i think is normal. is how the unreal hair looks in the editor. probably there is some option to disable that somewhere