# UE5 Sky Volumetric Lighting Ghosting, Any Solution?

**URL:** <https://forums.unrealengine.com/t/ue5-sky-volumetric-lighting-ghosting-any-solution/1283444>\
**Category:** Rendering\
**Tags:** unreal-engine, question\
**Created:** [September 5, 2023, 4:30am UTC](https://forums.unrealengine.com/t/ue5-sky-volumetric-lighting-ghosting-any-solution/1283444 "2023-09-05T04:30:53Z")\
**Posts on this page:** 1\
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**Author:** ![Arkiras](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/arkiras/32/1008648_2.png) [@Arkiras](https://forums.unrealengine.com/u/Arkiras)\
**Post date:** [September 5, 2023, 2:24pm UTC](https://forums.unrealengine.com/t/ue5-sky-volumetric-lighting-ghosting-any-solution/1283444/2 "2023-09-05T14:24:29Z")

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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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