What is this and how do I switch it off? It’s probably something to do with lumen or ray tracing. this is with default project settings and has been a staple of UE5 visuals since day 1. I hate it and it ruins the experience. How do I turn this off so that visuals are snappy?
It could be an issue with frame rate, try to cap your fps to 30 or 60.
Do you have any form of frame generation turned on inside of you nvidia control panel?
Not getting any smudging or reconstruction (even with TSR)
Scene has lumen and nanite enabled.
No hardware RT though.
I’m using 5.3 btw. And this is a widget component inside an actor.
I’ll try messing with the redraw time and see if anything happens.
So it’s an AA issue.
I tried the different AA settings and imo Temporal AA is the least disturbing. No AA just looks bad due to the servers having multiple tiny edges.
This is TAA
It was TSR before this, that was causing the extreme amounts of ghosting (that’s the word I was forgetting)
Change the material of UWidgetComponent. Make a Translucent version of it and set Translucency Pass to “After DOF“(or “After Motion Blur“). Optionally, enable “Responsive AA“ (for small object).
I’ve encountered a similar ghosting issue today and I managed to figured it out.
The TSR “ghosting“ because it doesn’t have the infomation to calculate AA correctly. Since your green text screen is moving(adding new text or scrolling up and down), yet doesn’t output any velocity info. Also, The text could instantly appear or disappear, with TSR assume object doesn’t behave that way.
There’s no way to provide the velocity info, which does no exist in the first place for your text screen. You need to tell the material to render it differently. I can’t found a way to do it in Opaque or Masked blend mode.
Edited:
According to Temporal Quality Guide , turn on “Has Pixel Animation“ could tell TSR those pixels are intentionally changing. Thus, prevent some artifacts.


