UE5.6 Heterogenous volumes broken?

Hello all. So I fired up my projects in Unreal Engine 5.6 today and was shocked how bad it looks. The whole scene was sizzling and flickering. First I blamed lumen but I think it’s my volumes that are broken in UE5.6. I I turn them off the sizzling goes mostly away. But I still have some boiling going on in some scenes that I think is linked to Lumen. Usually I would fix it with:
r.Lumen.ScreenProbeGather.Temporal.DistanceThreshold 0.1
But it doesen’t seem to work in UE5.6

Anyone else experiencing quality loss in UE5.6?

Thanks

Hello there @Robbit!

Looking around the community, there have been quite a few instances of this issue. Since 5.6 has just been released, it’s still prone to unexpected behaviours. I would suggest trying the following:

  • To rule out pre-existing elements on your system, please update your OS to the latest version, and update your video drivers to the Developer version (pick the “Clean Install” option if available)
  • If you re using Virtual Shadow Maps, disable them, and test with traditional shadows or ray traced shadows instead (do the opposite if your setup’s the other way around)
  • If Nanite is enabled in your scene, test disabling it
  • Disable any Ray Tracing effects while working with Lumen
  • Test switching between DX11 and DX12
  • If all else fails, roll back to UE 5.5.4 until a hotfix is deployed for 5.6

Thanks, It looks to me that a hotfix is needed. I’m disabling it for now. I also think lumen looks a lot worse in 5.6 when used with a lot of foliage compared to the exact same scene in 5.5.