When rendering a sequence via Movie Render Queue, most frames render correctly, but random individual frames come out severely corrupted. This is not a consistent artifact like noise/flicker — it’s a full-frame failure that appears intermittently, making the final render unusable.
This is a summary of my project:
Unreal Engine 5.5
Movie Render Queue (Sequencer)
AA: TSR (Temporal Super Resolution)
GI/Reflections: Lumen enabled
And these are a couple of frames of the issue:
Has anyone seen MRQ in UE 5.5 output
random corrupted frames when using
TSR + Lumen?
Any known issues/bugs or recommended settings to avoid history poisoning in MRQ renders?
Thanks
Hello there @felipevallejom!
Your setup makes sense, it feels like MRQ only needs a bit more time to process what’s happening on screen, and properly calculate the final render to avoid poisoning. So, adding warm up frames in MRQ might just fix the problem.
In order to do so, open MRQ’s config, check your current AA setup, and increase the values for “Render Warm Up Count” (test with 64/128 frames) and “Engine Warm Up Count” (test with 100/200 frames).
Also, make sure to enable both “Use Camera Cut for Warm Up” (which will play the sequence internally before the actual start frame) and “Render Warm Up Frames” (which will force the GPU to render pre-roll frames, to build up a stable history).
You can find further details on these functions in the following UE doc: