UE5.1 - rotating ball is not shown clear

I created a golf game. when the ball rolls on the ground, it doesn’t look clearly. Even though it doesn’t roll, it doesn’t look clear. I tried FXAA, TAA, TemporalAACurrentFrameWeight, TemporalAAFilterSize, ScreenPercentage, r.MotionBlur.Amount. Those are not working.

Please help me how to solve that

I guess you are using a highly reflective sphere with Lumen turned on, because if so, it’s a Lumen problem :eyes:

If the ball looks soft even when it is sitting still, this is not motion blur. A golf ball is a handful of pixels. TAA/TSR treats that as noise and smears it.

Things that actually help, in order:

  1. Confirm the ball material writes velocity. If it uses World Position Offset, or the parent is a moving component with no velocity output, TAA ghosts it even at rest. Material → details → output velocity on. Drop WPO if you do not need it.
  2. Stop fighting TemporalAACurrentFrameWeight. In 5.1 switch the project AA to TSR, or FXAA + 100–150% screen percentage. TAA on a small high-contrast sphere almost always looks milky.
  3. r.Tonemapper.Sharpen 0.6 (or 1.0) in the console / DefaultEngine.ini. Cheap and usually the first visible win.
  4. Motion blur off is correct (r.MotionBlurQuality 0), but it will not save a 12-pixel ball. Scale the mesh up a touch, or give it a sharper normal/roughness so the silhouette reads.
  5. If you have a Niagara trail: that is a separate smear. Disable it once to see whether the mesh itself is the problem.

“Doesn’t look clear even when it doesn’t roll” = resolution + TAA, not the roll code. Fix the AA path first, then the material velocity, then worry about trails.