[UE 5.7 / 5.8] nDisplay + Movie Render Queue exports incorrect resolution for PNG/JPEG (Only EXR works)

Hi everyone,

I’m encountering an issue with nDisplay and Movie Render Queue (MRQ) in Unreal Engine 5.7 and 5.8.

When rendering out image sequences through MRQ in an nDisplay setup:

  • JPEG and PNG outputs result in incorrect / distorted resolutions.

  • Only EXR format produces the correct expected resolution.

Steps to Reproduce:

  1. Set up a project with nDisplay.

  2. Open Movie Render Queue and select an nDisplay render configuration.

  3. Add JPEG or PNG image output setting and render.

  4. Check the output image dimensions.

Expected Result: JPEG/PNG images render at the specified full resolution.

Actual Result: JPEG/PNG images output with incorrect dimensions, while EXR works as expected.

Is this a known issue/bug? Does anyone know if a fix or workaround is scheduled for an upcoming hotfix (or UE 5.9)?

Thanks for any insights!

Is overscan/crop in the mix here or no? If so, I believe this is expected behavior, for better or worse. EXR will show the full display resolution window, where the other file formats will crop.

Thanks for the reply!

I checked my settings and Overscan is NOT enabled (the Enable box is unchecked, and all values are set to 0.0 in my nDisplay Viewport config).

However, the output resolution between EXR and JPEG/PNG is still inconsistent when rendering via MRQ.

Could this be related to another setting, or is there something else I should check?

Thanks!

seen this one, EXR working while PNG/JPG come out wrong size is usually the ndisplay viewport rect vs the MRQ output size fighting. EXR dumps the full display buffer, the 8bit formats go through the crop and output transform so any viewport offset math shows up only there.

double check: nDisplay config viewport rect (x,y,w,h) matches the MRQ render size exactly, then in MRQ check the image output setting, turn off any override resolution and tile counts for a test, single tile full res. quick isolate is render the same sequence without the ndisplay config (plain MRQ camera), if PNG is correct there its the viewport mapping, not MRQ itself.

as a workaround EXR then convert in post is actually the safer pipe for ndisplay anyway, you keep full range and crush to PNG after.

the MRQ frame accuracy part here is relevant to your setup: Plates and Matte Paintings in Unreal Engine