UE5.6 TSR DOF BUG

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Two issues:

1. With new NVIDIA drivers (577+), cinematic quality depth of field has severe mosaic artifacts when sg.PostProcessQuality is 4, but it’s normal when sg.PostProcessQuality is 2.

2. Even after rolling back to 577, compared to sg.PostProcessQuality 2, sg.PostProcessQuality 4 has more noise and discontinuity in hair, and after turning off depth of field, there is no such difference (the hair is smooth when depth of field is off).

I believe the first one is a bug. For the second one, please confirm if it’s a bug or if there are any CVar commands to resolve the issue where cinematic quality actually looks worse, and it causes obvious hair flickering in dynamic scenes.

Thank you!

​Similar questions from other users:

Pixelated DOF issue on out of focus objects close to the camera when rendering through Movie Render Queue. (UE 5.6) - Development / Rendering - Epic Developer Community Forums

Hello,

Can you please integrate CL 47533359 into your build and compare your results on the latest drivers between sg.PostProcessQuality 4 and sg.PostProcessQuality 2? This may have been a bug that we fixed recently fixed in the DoF pass. I can also post about this on the public EDC forum, if you can confirm this fixes the artifacts for you.

Hi again, thanks for providing the repro project. In the interest of saving time, is there no one on your team who can integrate the CL for you? I am asking this because, even if I were to confirm this change fixes your renders, you would likely need to wait until version 5.8 to get this fix into your own build of the engine, which can take a few months. By having someone patch the code for you, you can immediately benefit from the fix. Please let me know how you want to proceed.

Of course, that should be no problem. Please let me know once you have some updates to share.

Hi, in addition to CL 47533359, you may also be interested in 47532889, 47535408 and 48048711. These CLs add the cvar `r.DOF.Gather.MaxMipMapCount`.

Mipmapping is used in DOF to reduce noise and somewhat improve performance, but can cause fine geometry to appear aliased. Disabling mipmapping with `r.DOF.Gather.MaxMipMapCount 0` may help in these cases.

These CLs are not available in 5.7, and likely will first be introduced in 5.8. If you want them in older versions, you’ll need to manually integrate and compile them.

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To be specific, the reduce pass in the DOF pipeline had a bug that caused undefined behavior. An Nvidia driver update changed how the driver interprets this shader, which caused the loss in quality. This is fixed by the first CL, as I have reproduced the bug locally and confirmed it being solved. Now, there are several other factors that contribute to the final quality. The resolution, screenpercentage, and dof resolution fraction are all taken into account when determining at what resolution to render DOF. Additionally, mipmapping on the out of focus areas can also reduce resolution as I mentioned above. I’d recommend applying the CLs I mentioned above, applying `r.DOF.Gather.MaxMipMapCount 0`, verifying that the various resolution settings are set correctly.

Hello,

I’m not a programmer. Integrating CL 47533359 into my build is a bit difficult for me. I have prepared a test case for you to open and reproduce the issue.

First, please check the screenshots in the ‘Screenshot’ directory.

Open Test.uproject. If everything is correct, UE should open the Dof_Testlevel by default. Please try to reproduce the issue using the parameters and camera position marked in the screenshots.

Let me describe the problem accurately again:

With graphics driver version 581, there is severe noise in Cinematic quality (see ScreenShot00006), and blocky mosaic artifacts in Epic quality (see ScreenShot00005). These issues do not occur with driver version 577.

The only problem with version 577 is that the noise in Cinematic quality is much more noticeable than in Epic quality, especially when DLSS is enabled - it’s so severe that it’s almost unusable for production.

Thank you!

Hello, I’ll first try to have someone integrate this CL for a quick test. Please allow me a few days, and I will get back to you with the results.

Hi, there are currently no signs of resolution. Here is the detailed testing—it still relates to the two issues I mentioned:

1. With new NVIDIA drivers (577+), cinematic quality depth of field has severe mosaic artifacts when sg.PostProcessQuality is 4, but it’s normal when sg.PostProcessQuality is 2.

2. Even after rolling back to 577, compared to sg.PostProcessQuality 2, sg.PostProcessQuality 4 has more noise and discontinuity in hair, and after turning off depth of field, there is no such difference (the hair is smooth when depth of field is off).

Please refer to my screenshot. All the problematic areas have been marked with red circles.

Sorry, got the CL numbers mixed up. The correct ones are:

47533359

47535594

47974127

48048739

Or the corresponding commits on github:

https://github.com/EpicGames/UnrealEngine/commit/c00d81ea0fd08fee9f8667b92890eef7dadbe292

https://github.com/EpicGames/UnrealEngine/commit/75a42caf13d160e2bb46df8f744e454c9796ce84

https://github.com/EpicGames/UnrealEngine/commit/086e40f9025dcfdc6c2c0fc4b9ed649559379cd8

https://github.com/EpicGames/UnrealEngine/commit/5872db875c656d90da13dabf49dca7950f3982c1

Hi, which of these Change Lists (CLs) are targeted at Issue #1?

That is: the unique aliasing/mosaic artifact issue that occurs specifically with GPU driver version 581, while version 577 is normal.

Are you able to reproduce this issue? Public users who updated to versions 5.6 and 5.7 via the Epic Games Launcher are all encountering this problem. Can you determine the specific cause of the issue? This likely requires a fix as soon as possible, because currently, users worldwide cannot use these versions for cinematic-grade MRQ production, and not everyone is aware that they can revert to driver version 577.

Thank you, the latest version 5.7.1 of the Epic Games Launcher has now been fixed.

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