UE 5.3 ghosting and pixelation

Hi!

So, yesterday everything worked fine with UE5 and today when I’m opening my project (or any project, even a new one) I’m experiencing extreme ghosting when moving, visible pixels around light that seem to render super slow when playing the game. It’s like I can almost see the pixels/ghosting effect on the screen even when standing still.

Even the sun and clouds in a new project flicker slightly and the clouds are ghosting like crazy. It’s like there’s a huge delay in rendering the pixels.

What’s weird is that it wasn’t like this yesterday - everything was so smooth and high-res.

I’ve even uninstalled both Epic Games and Unreal, then re-installed, but the issue is still here.

Things that I’ve tried (some of them):

  • Changing the AA method (they’re all pretty bad)
  • Increasing the resolution
  • unchecking and checking every light and shadow box in project settings
  • removed any post processing I had
  • Changing Direct X version
  • Moving all my project files off my computer and then launching a new project (in case there somehow was any contamination)
  • Increasing the streaming poolsize

Yesterday, this light was a very soft, slight glow that did not stretch out very far. And now it’s a pixelated mess that slowly creeps out towards the edges while sort of rendering:

And here you can see where it looks like I have film grain on, but I don’t:


And here’s some more examples. I mean… just look at the ghosting around the character and then the sky…


Been trying to solve this all day and I have no clue how to fix this and get my UE back to how it was yesterday.

Any ideas?

Many, many thanks!

Im getting this issue too, Im glad its not just me. Getting really bad ghosting in MRQ too

Hi, Pav3d!

Yeah, feels like there’s always something that’s messing with me in Unreal.
When you put one fire out, another one pops up, haha…

Today it’s better on my end, by changing the “enginge scalability settings” to cinematic, then change it back to epic, while keeping the screen percentage at 100%.

But it’s something with the AA as well that just makes the whole image slightly grainy and splotchy looking. Not sure what it is or how to fully fix it. Changing to another other AA method might be better in some ways and worse in others.

Thanks for writing and letting me know that I’m not alone :slight_smile:

Also, for the lights - if you’re using Ultra Dynamic Sky by any chance…
Go to the settings there and check the box for “apply exposure settings” - that fixed the pixelated lighting for me :slight_smile:

Thanks for posting those suggestions, flicking between engine scalability settings fixed some of the ghosting but not all of it, weirdly!
Its so strange because I was on 5.2 and it was totally fine, then i upgraded to 5.3 and its caused all these issues

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Yeah, I can’t explain it either. Suppose I’ll just live with it for now and hope that some update will fix it eventually… :slight_smile:

If you have an Nvidia card, you can enable DLSS / DLAA via plugin and generally get better results than TAA/TSR at the same screen percentage.

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Replying for visibility, because this is the only forum post I have found that describes the same problem I am experiencing.
Changing the type of anti-aliasing, or turning it off, has limited effect.
Disabling lumen has no effect.
Motion blur is already disabled.
Could this have anything to do with updating the project?
For my VR project, there is even additional warping that happens behind the user character’s hands. If a hand is held out in front of the viewport, the objects in the background warp as if the hand was causing gravitational lensing, in addition to being pixelated and ghosting.

Any recommendations would be greatly appreciated.

As Epic’s guy say: use DLSS, sometimes it help.