Hi Epic Games team,
I would like to report rendering artifacts that reproduce on Pixel 10 with PowerVR D-Series DXT-48-1536 GPU.
I prepared a small UE 5.5.4 sample project and an Android build that reproduce the issues on our side. I will attach both the sample project and the packaged build.
Environment:
- Unreal Engine version: 5.5.4
- Platform: Android
- Device: Pixel 10
- GPU: PowerVR D-Series DXT-48-1536
- RHI: OpenGL ES
There are two different artifacts involving three materials.
Issue 1: Fresnel artifact on Skeletal Mesh
Material:
- M_TankPart_Highlight
- Material type: Unlit
- The material uses Fresnel.
Observed result:
- When this material is applied to a Skeletal Mesh, Fresnel does not work correctly and causes visible artifacts.
- The same material works correctly when applied to a Static Mesh.
Materials:
- M_Tank_Main
- Lit Opaque material
- Uses a texture connected to Base Color.
- M_Test
- Lit Opaque material
- Uses only a Vector3 color connected to Base Color.
Observed result:
- When either of these materials is applied to a Skeletal Mesh, polygons that face upward relative to the mesh/pivot become black.
- The issue appears only on the Skeletal Mesh path.
- A simple/static mesh using the same materials does not show the artifact.
- The artifact is visible only on Pixel 10 with PowerVR D-Series DXT-48-1536 using OpenGL ES.
This looks like an OpenGL ES + PowerVR-specific issue in the Skeletal Mesh rendering path and is the GPU specific.
Please let me know if you need additional logs, or screenshots.
Best regards,
Levan
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Steps to Reproduce
Reproduction steps:
- Install and run the attached Android build on Pixel 10 with PowerVR D-Series DXT-48-1536.
- Open the included sample level.
- Compare the materials applied to the Skeletal Mesh and Static Mesh.
- Observe that:
- M_TankPart_Highlight shows incorrect Fresnel/artifacts on the Skeletal Mesh.
- M_Tank_Main and M_Test show black up-facing polygons on the Skeletal Mesh.
- The same materials behave correctly on Static Meshes.
- Run the same project with Vulkan and observe that the artifacts do not reproduce.
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Small update.
I’ve made a build of the sample Project with UE5.8.0 and both artefacts are fixed there.
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Hi Levan,
5.7 was the first official release of UE after the release of the pixel 10 and other devices running the C-D series GPUs so I am not surprised. Thanks for the repro, we will take a look and see if we can identify particular changes that may have affected this use case.
Best regards.
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Hi Levan,
I am still awaiting a P10 test device. Should arrive soon, however, in the meantime, if you do have screenshots to share, I can run them by the development team in case it rings any bells as to CLs that may have addressed the issue.
Best regards.
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Hello [Content removed]
I am sending you the screenshot where you can observe both issues.
Best regards
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This is most likely a precision related issue that has been addressed post UE 5.5 in line with this new GPU coming to market. Please advise if we can assist in finding the fix CL.
Best regards.
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