VRS doesn't work with a second PostProcess Volume // UE 5.2.1

i enabled tier2 VRS (variable rate shading) in my project but it doesn’t work with areas that uses 2 post process volumes (1 infinite extent default volume, 1 additional non-infinite local volume) where this local PP volume is used, the VRS is disabled. (i am able to test this via vrs preview command + tracking gpu ms gains from VRS via stat gpu)
it kicks back in the moment i leave this local PP volume.
i tried tweaking most of the settings in the local PP volume to see what causes it, but nothing helped, only thing that enables the VRS is if i disable this PP volume. any ideas?

the 2 PP volumes are almost the same, same rendering features, same materials etc. only the color grading differs slightly, and the 2nd one is local, not infinite

is this a bug?

Found the culprit. It was film grain. The second PP volume had film grain set to 0.2 while the first one was 0.
Set the film grain in the second PP volume to 0 as well, and that fixed the issue.
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