Weird artifacts with ray traced shadows enabled

Hello everyone.
So I recently upgraded from old nvidia card to AMD RX 6600.
I’m trying to create a simple lumen RT scene with standard settings:

but when I switch to RT, I get this strange artifacts:


Screenshot:

I thought maybe it’s something with my card (factory issue or something), but:

  1. I downloaded nvidia Attic raytracing tech demo and it works fine, Quake II RTX works fine too.
  2. Drivers are up to date (Adrenaline 22.11.2)
  3. Tried latest Pro drivers - same problem
  4. I wiped previous drivers from previous GPU
  5. I reinstalled UE 5.1 from scratch

Any idea what it could be? Would be really grateful :frowning:

2 Likes

ever find a solution? I just bought the 7900 xt and have the same issue.

Hey, I would suggest you to downgrade to 5.0.3 as did I, but if it’s not an option, there is a temp fix that I described here:

TEMP FIX: If in UE5.1 you will turn off SM6, turn on SM5, turn off virtual shadow maps (switch to another type) and turn on Raytraced shadows - issue will be gone.

3 Likes

As far as I can tell, you can either turn off the check box for Ray Traced Shadows in “Project Settings → Rendering → Hardware Ray Tracing → Ray Traced Shadows”. Or you can switch back to Shader Model 5, which is still usable from Unreal Engine 5.0. It’s in the check box for “Project Settings → Platforms → Windows → D3D12 Targeted Shader Formats-> SM5”. To actually see the change you need to access the Settings for the Viewport’s Preview Render Device. You’ll see the Gear Icon in the top right of the screen when viewing the normal Level, Details, and Outliner panels. Go to “Settings → Preview Rendering Level → D3D Shader Model 5”. It might take a while to Compile all the Shaders again. The process took about 25 minutes for me on a Ryzen 5 5600x and an RX 6900 XT. In fact it also didn’t show any progress, it just jumped from 0% to 85% and froze the Editor. Then it finished while I wasn’t looking.
FirstPersonShooter - Unreal Editor 1_29_2023 6_02_48 AM

1 Like

This is exactly what I described above, except for the “Viewport’s Preview Render Device” part, I just restarted UE to recompile.
But in 5.0.3 you can use experimental SM6 if you want, it works fine. You need to turn to SM5 only in 5.1.

Just replying to say thanks, this worked perfectly. New 7900XTX and I had this issue. Has there been any info on why this happens and a timeline for a fix yet?

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Glad it helped. Unfortunately no info on why and when they’ll fix it :frowning: I’m not even sure Epic/AMD know about it. Hope they do

I’ve seen it reported on the AMD forums and a staff member said they’ll make the team aware - I’ve sent my 7900XTX back to Amazon however and ordered a 3090 after several D3D crashes due to drivers not responding in UE. Not happy to be paying the extra price, but at least nvidia are usually stable with UE.

Great, thanks for the update. Yeah, unfortunately AMD is way back regarding visual production, I’m also thinking to switch and that’s really sad :frowning:

Hi,

I’m having a similar issue, but the possible fixes do not seem to solve my issue.

I’m running UE 5.1 on an RX 6700 XT and see strange rippling light artifacts and also intense smearing shadows of the character when moving into or out of lights,
with or without raytracing. I also seem to have the same problem regardless of whether I’m using SM6 or SM5. , or turn off virtual shadow maps.

Even though the common denominator from some of the others above seems to be the AMD GPU, I packaged the project and launched it on an older Intel CPU with a 1060 that I have, and was getting the same results.

Ripple
(The circled part is how it looks at its brightest, but ripples as if it is a reflection of of water)


(The arrow is the direction the character is moving, and the resulting smear that lasts for a few frames after moving)

Hey. Looks like totally different problem, what are the setting on this one? Like lumen, DX, SM, raytracing, etc…

Yeah I was beginning to think its different too. I got the rippling to go away, I didn’t realize I had an emissive light that was still on, which seems to have cleared that up. The ray tracing still doesn’t work, it just blinds the scene with light when its on.

Currently though, the smearing is better with no emissives, but still occurs.

I’m running DX12, SM6, Lumen for everything but hardware ray tracing is allowed, although it’s not being used on any lights in the scene.

*It also seems to have become way less obvious with nanite enabled on all of my meshes

Dont suppose they are any news on this one?

Not that I’ve heard but I haven’t been keeping an eye on AMD news since I sent my card back and got the 3090

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A little disappointed that this is not fixed in ue 5.2 preview 1. My 7900 xtx basically useless for unreal production. I’ve had to take all my work to blender Until this issue is fixed. I’ve made a multiple bug reports to AMD and epic games since early January.

2 Likes

Good explanation of the problem and fixes.

1 Like

This is a different issue with Temporal AA - check this thread: TSR feedback thread - General / Feedback & Requests - Epic Developer Community Forums (unrealengine.com)

Wanted to chime in and say I have the same issue with 6800XT and also using a laptop with the 6700s discrete chip. I sent bug report many weeks ago when I noticed it. Hope it gets cleared soon (dont want to pay for 4090)

the same here 6900xt and UE 5.1.1. Even all materials and static meshes thumbnails appear in white, and if I switch to SM5, it fixes the issue, but I can’t use Nenite, which is so disappointing.

This appears to be fixed with UE5.2!! I have both Ray traced Shadows and Ray traced Skylight enabled with my 6900XT and no more artifact!