That looks substantially better with your fix, I suspect your hunch is correct due to the vsm cache and why we are seeing it so randomly
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That looks substantially better with your fix, I suspect your hunch is correct due to the vsm cache and why we are seeing it so randomly
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[mention removed] Thanks for sharing the fix and explanation - I’ve passed it along to other colleagues who are looking at similar issues in this area.
However, it does appear there may be two separate issues based on the videos of the flickering.
[mention removed] Switching AA method to TAA from TSR fixes the issue
Does the frame timing get affected a lot when switching to TAA? If the issue doesn’t happen at all with TAA, but does with TSR that would be good to know.
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Has there been any progress on this [mention removed] , we are seeeing this a lot in our packaged build again without any changes…
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I just tested the console command for typed uav loads and it didn’t fix it all for us
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[mention removed] it looks like the batching being set to 0 also fixes it for us.. but can you give an update on when this will be fixed?
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Has there been any progress on this , we are seeing this a lot in our packaged build again without any changes…can you give an update on when this will be fixed?
We have been unable to reproducing the issue, but I’ve flagged the PR that was submitted for the devs to evaluate.
Would it be possible for you to share a packaged build with us with repro steps?
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[mention removed] Do you mean like packaged game? I can share the final game so you can run render doc on it if you want to give me your email with repro steps for sure if thats what you mean or did you mean like editor build?
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We do not have a repro in a vanilla project. I could open a related confidential ticket and share a video if that works?
FWIW, it looks the exact same as these other UDN questions:
We can see it on anything that uses the translucent lighting volume: glass windows, niagara effects, etc.
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It’s very tricky to reproduce at the best of times so wouldn’t be surprised if you’re just not hitting the problem by chance.
Tried with full recook, with iterative, in vanilla source built editors and with enough time spent we can get it to happen but nothing reliable enough to test it consistently.
We know we need 2 direction lights active and the frame times need to be unstable enough for it to trigger, any sort of framerate limit will stop it from happening too. We’ve noticed that disabling r.OneFrameThreadLag also completely removes the issue.
My colleague couldn’t repro it successfully on his machine regardless of what build/version we tried, except the one time it presented in a packaged build for a brief period. We could download the same exact steam build and have different results on our machines, same driver version and cleared shader cache. Only real difference is our GPUs, mine is a 3060 he’s on a 3070ti so maybe the performance diff there is smoothing this issue over.
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Curiosily I did a similar test some months ago and unfortunately it didn’t fix the artifacts.
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Switching to TAA had a minor frame time impact, but didn’t shift it outside of the problem zone.
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Only thing I can think of is the updated drivers that are making it worse again
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Branislav, I’d be curious to see if our filter helps you out as well. We have been having good results with it (though we had to adjust some of the weights to fit our use case)
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I haven’t tried it but I’m slightly concerned there is no official solution since September 2025 or earlier for something that used to work
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Thanks [mention removed], I’ve reached out via email to get access, please let me know if it doesn’t show up in your inbox.
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