Sync of Movie Render Queue & Game Mode

Hi matt,

1.Will try modifying the Mentioned Source Code Modification and will get back to you on the same

2. Clarification on MRQ Render Pipeline Optimization vs Game Mode HiResShot Capture

We’re evaluating the performance and rendering fidelity differences between Game Mode capture using HiResShot and Movie Render Queue (MRQ), under different rendering scenarios including Lumen, Ray Tracing, and Path Tracing.

From testing, we’ve observed that:

  • Game Mode (HiResShot) introduces redundant overhead, likely due to rendering the real-time 3D scene and executing capture on top, resulting in texture streaming issues, frame inconsistencies, and instability under load.
  • MRQ, in contrast, seems to bypass the real-time viewport’s 3D rendering, as indicated by the black background during PIE sessions and improved rendering consistency.

We understand from discussions and forums that:

“The regular game viewport is being rendered, but MRQ disables rendering of the 3D world within that viewport. The actual heavy 3D render is skipped during that view. Render targets are pooled and reused, and the world is only ticked once per frame — MRQ simply requests a different render after the update.”

Based on this, we’d like to confirm and expand on the following points:

  1. Does MRQ completely skip rendering the 3D scene in the game viewport during capture, and instead invoke a separate off-screen pass for the final output?
  2. The render targets are reused between Game Mode and MRQ, and does MRQ avoid duplicating the full G-buffer generation? Is this understanding correct?
  3. Is the perceived performance efficiency in MRQ due to elimination of this redundant rendering path and resource reuse?
  4. Can you share or point us to any official internal flow diagrams or documentation showing how MRQ interacts with the world tick, render passes, and post-processing stages compared to Game Mode?