This shows the problem - whenever the skylight is bright, the volumetric scattering is creating this annoying ghosting artifacts when camera is moving fast - is this engine’s default flaw or is there any solution to this?
Many thanks!!
Volumetric fog has a heavy temporal filter in order to make the quality/performance acceptable for realtime. You can adjust the temporal weight using the cvar: r.VolumetricFog.HistoryWeight
It defaults to 0.9, lowering it should make the fog more responsive to lighting, but it will be less stable (more noise/flickering).
A better solution most of the time is to just try to achieve your scattering effect some other way (most games just use camera facing billboards), there’s a good chance it will look better in most cases while also performing better.
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Well, that’s a really good explaination, it works better now. Thank you so much!
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