# Volumetric light ghost trail issue (still no fix for it?)

**URL:** <https://forums.unrealengine.com/t/volumetric-light-ghost-trail-issue-still-no-fix-for-it/492710>\
**Category:** Rendering\
**Tags:** unreal-engine, volumetric-fog\
**Created:** [January 31, 2022, 10:31am UTC](https://forums.unrealengine.com/t/volumetric-light-ghost-trail-issue-still-no-fix-for-it/492710 "2022-01-31T10:31:09Z")\
**Posts on this page:** 8\
**Page:** 1

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**Author:** ![grossimatte](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/grossimatte/32/748326_2.png) [@grossimatte](https://forums.unrealengine.com/u/grossimatte)\
**Post date:** [January 31, 2022, 10:31am UTC](https://forums.unrealengine.com/t/volumetric-light-ghost-trail-issue-still-no-fix-for-it/492710/1 "2022-01-31T10:31:09Z")

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Hello,  
I have a character walking in a foggy scene with a flashlight. Both the character (hence the flashlight) and the camera are moving independently.

The scene is using volumetric fog and the light emitted by the flashlight has “Cast Volumetric Shadows” enabled and a positive value for “Volumetric Scattering Intensity”.

The flashlight technically casts volumetric lights, however, as other uses have pointed out in the past (i tracked this back to 2017), the flashlight light leaves a ghost trail as it moves around.

As others have suggested, i tweaked the following values, which got rid of the trailing at the cost of introducing other issues and glitches:

r.VolumetricFog.HistoryWeight .02  
r.VolumetricFog.TemporalReprojection 0  
r.VolumetricFog.GridPixelSize 2

Did anyone find an actual solution to this issue or all i am left with is with faking the volumetric light with other techniques?

Thanks for your help!

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**Author:** ![J0hn-C0nn0r](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@J0hn-C0nn0r](https://forums.unrealengine.com/u/J0hn-C0nn0r)\
**Post date:** [July 13, 2022, 11:29pm UTC](https://forums.unrealengine.com/t/volumetric-light-ghost-trail-issue-still-no-fix-for-it/492710/2 "2022-07-13T23:29:39Z")

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Sad that no one seems to know what to do to help mitigate this…

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**Author:** ![ShaNexxx](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@ShaNexxx](https://forums.unrealengine.com/u/ShaNexxx)\
**Post date:** [August 18, 2022, 3:30am UTC](https://forums.unrealengine.com/t/volumetric-light-ghost-trail-issue-still-no-fix-for-it/492710/3 "2022-08-18T03:30:31Z")

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It is absolutely ridiculous that no solution has been offered for this problem that has been going on for years.

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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:** [August 18, 2022, 4:02am UTC](https://forums.unrealengine.com/t/volumetric-light-ghost-trail-issue-still-no-fix-for-it/492710/4 "2022-08-18T04:02:03Z")

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This is just a limitation with the way that it works. There will likely never be a solution.

It is possible to write your own raymarching material in order to get better results (FluidNinja for example does this) but going down this road comes with its own limitations, mostly in performance cost.

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**Author:** ![YYTSSLN](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/yytssln/32/547866_2.png) [@YYTSSLN](https://forums.unrealengine.com/u/YYTSSLN)\
**Post date:** [August 19, 2024, 3:15am UTC](https://forums.unrealengine.com/t/volumetric-light-ghost-trail-issue-still-no-fix-for-it/492710/5 "2024-08-19T03:15:57Z")

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maybe you can try this tutorial,it work for me:  
Creating a photorealistic rain scene in Unreal Engine lumen tutorial

[![](https://d3kjluh73b9h9o.cloudfront.net/original/4X/c/8/6/c86ccee9635f6f96e138bdb77f24de811913ae40.jpeg "Creating a photorealistic rain scene in Unreal Engine | lumen tutorial") ](https://www.youtube.com/watch?v=FTrCevoXqaA&t=33s)

Cinematic Fog BP:

> **[cinematic\_fog.uasset](https://drive.google.com/file/d/1NaUrkpTr01cHjTglJvavCQy61eNlesyD/view?usp=share_link)**
>
> Google Drive file.

If you have problems using it for versions under 5.1. Try packing those cVars into a blueprint.

r.VolumetricFog.TemporalReprojection 1  
r.VolumetricFog.GridSizeZ 256  
r.VolumetricFog.Jitter 1  
r.VolumetricFog.GridPixelSize 4  
r.VolumetricFog.HistoryWeight 0

 ![Creating a photorealistic rain scene in Unreal Engine - lumen tutorial.mkv_20240818_133739.441](https://d3kjluh73b9h9o.cloudfront.net/original/4X/c/c/e/cce55b359a3171b78459c905bb15153b3daceae4.jpeg)  
 ![Creating a photorealistic rain scene in Unreal Engine - lumen tutorial.mkv_20240818_133742.159](https://d3kjluh73b9h9o.cloudfront.net/original/4X/e/5/c/e5c11f4beb95b17e668d7a1102adc70e16ca6daf.jpeg)  
 ![Creating a photorealistic rain scene in Unreal Engine - lumen tutorial.mkv_20240818_133744.085](https://d3kjluh73b9h9o.cloudfront.net/original/4X/d/9/0/d9074aa337495c04f35fcf2de849fed0c15492fa.jpeg)  
 ![Creating a photorealistic rain scene in Unreal Engine - lumen tutorial.mkv_20240818_133751.353](https://d3kjluh73b9h9o.cloudfront.net/original/4X/4/6/3/463de83f7f0971cc5026ef5f4cb6d46a5b907e9e.jpeg)  
 ![Creating a photorealistic rain scene in Unreal Engine - lumen tutorial.mkv_20240818_133814.958](https://d3kjluh73b9h9o.cloudfront.net/original/4X/f/8/a/f8aeec9f1ca65f6622dd53f2812e0c7a96a60c6f.jpeg)

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<div class="post-metadata">

**Author:** ![\_jprdy](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@\_jprdy](https://forums.unrealengine.com/u/_jprdy)\
**Post date:** [April 16, 2025, 2:11am UTC](https://forums.unrealengine.com/t/volumetric-light-ghost-trail-issue-still-no-fix-for-it/492710/6 "2025-04-16T02:11:03Z")

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These CVARs fixed my ghosting however they also introduced more noticeable banding in my exr export in 5.5.

e: Turning off temporal reprojection reduced obvious banding in main spot light.

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/1/6/8/168be140b4f7db20c1586f7a64ffd4f2ff5ce22a.png)

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/a/d/a/ada52dc55714681e4be483d1061f6f38a237b2f1.jpeg)  
 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/5/0/4/5049feb767364504e6a93a9449f039c14a5da4fc.jpeg)

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<div class="post-metadata">

**Author:** ![InnervationBros](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/innervationbros/32/1094093_2.png) [@InnervationBros](https://forums.unrealengine.com/u/InnervationBros)\
**Post date:** [July 17, 2025, 9:14pm UTC](https://forums.unrealengine.com/t/volumetric-light-ghost-trail-issue-still-no-fix-for-it/492710/7 "2025-07-17T21:14:49Z")

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The Temporal Reprojection CVAR works for me but it makes the distant fog flicker in the distance, cant get any other cvar to fix it.

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**Author:** ![iggy5844](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@iggy5844](https://forums.unrealengine.com/u/iggy5844)\
**Post date:** [August 4, 2025, 6:55am UTC](https://forums.unrealengine.com/t/volumetric-light-ghost-trail-issue-still-no-fix-for-it/492710/8 "2025-08-04T06:55:08Z")

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hey hey hey!  
i think i found a solution, it worked for me

> [@UE5 Sky Volumetric Lighting Ghosting, Any Solution?](https://forums.unrealengine.com/t/ue5-sky-volumetric-lighting-ghosting-any-solution/1283444/2):
>
> 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 wil…

edit: i just realize im late asf, hope i help anybody else tho
