# Simulation speed unwanted increase using MRQ

**URL:** <https://forums.unrealengine.com/t/simulation-speed-unwanted-increase-using-mrq/494396>\
**Category:** Rendering\
**Tags:** movie-recording, unreal-engine, simulation, UE4-27, question\
**Created:** [February 4, 2022, 8:35pm UTC](https://forums.unrealengine.com/t/simulation-speed-unwanted-increase-using-mrq/494396 "2022-02-04T20:35:53Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![Alexal\_Visions](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Alexal\_Visions](https://forums.unrealengine.com/u/Alexal_Visions)\
**Post date:** [February 4, 2022, 8:35pm UTC](https://forums.unrealengine.com/t/simulation-speed-unwanted-increase-using-mrq/494396/1 "2022-02-04T20:35:53Z")

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Hello there, hope this would be an easy one…

UE5.0E-A

When I use Move Render Queue rendering with temporal sampling AA, the simulation speed seems to accelerate proportionally to the number of sub samples I use. As a result the physics of wind on foliage acts weird and my ray-traced sun lights going through this foliage start to look crazy.

Is there any proper way to bind simulation speed to SECONDS and not frames/sub samples to get a proper result with temporal sub samples?

Thanks a lot.

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**Author:** ![buttfukka](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@buttfukka](https://forums.unrealengine.com/u/buttfukka)\
**Post date:** [September 9, 2023, 9:18am UTC](https://forums.unrealengine.com/t/simulation-speed-unwanted-increase-using-mrq/494396/2 "2023-09-09T09:18:30Z")

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I’m actually experiencing the same problem. I’m having problems with my water and cloud simulations as I bumped my temporal AA to say 128.
