I can almost remember doing a tutorial awhile back, and the point light was creating weird artifacts on the walls… and there was a simple fix, but I cannot remember/find exactly what that was…
Here is another video shot… so much visual noise… pretty new to Unreal so having a hard time narrowing down the issue… (a bit of this is the capture software, but that static runs throughout the world).
You don’t.
That’s temporal antialiasing and a slow frame rate.
You can try to mitigate it by making the frame rate even slower and enabling the option to putput material velocities in basepass, which in theory corrects some of it for objects that move using WPO (grass sway).
You can replace the material out to somrthing else.
And/or you can make sure that you don’t have transparency or other similar effects on it combined to mips which would cause the general fuzziness of the material.
The engine default is TAA. You can try different modes. Some are worse, some slightly better.
Overall, the engine is a complete dud, so this is what you get by using the “alpha” version they peddle as a release dubbed “ue5”…
And yes, in all honesty, the effect you are getting is way more awful than i would have evere imagined possible… Epic is outdoing themselves
The Frame rate is good (I should have had that turned on in the video to eliminate that concern)… I have a new computer that shouldn’t have too much problem with this. Frame rate hovers between 90-100… maybe dips to 80’s in the thick foliage.
Other things I’ve narrowed in on searching for an answer for this… seems to be either something in anti-aliasing or lighting settings.
(And there is no material on the wall in the first video… so those black spots of static… whatever is causing that, I’m guessing is what is causing the overall noise in the second video, as it’s on the rocks, and static mesh foliage used on the ground).
The wall is shadoewed. The shadows suffer from the engine’s incapibility to render.
Really, sort of similar with the rocks.
The difference is that because this is a TAA issue, even if you bake the light you will still get a very similar result.
Really all you can do if its this bad is change away from TAA.
FXAA? MSAA?
see how much that changes - and make sure that your scalability settings are all set to epic too.
Ps: 90fps is very low. You are in pie and not in fullscreen. That aside, i dount the video you shared was in 90fps since you can see the frames skipping (and yes, what you shared is recorded at a different frame rate than what you see, but the effect on the floor is what gives away the lower fps).
I had set it to MSAA in the anti-aliasing (and that’s what it’s set to in both video captures). My inexperience is showing with just using OBS to capture the video without really looking into optimal setting to match what I’m doing in Unreal (again… inexperience… learning…)
I had found the MSAA suggestion trying to research this on my own before coming here… but as that didn’t fix it… hope to find help from those much more knowledgeable like yourself
.
And I went back and set it back to the original TAA… and that has solved this issue. Can’t remember at which point I had changed it, but again… it’s my inexperience showing.
BUT, through you pointing me in the right direction and taking a few swipes at it, issue solved.
Thank you very much!
(Next I will figure out how to better capture video, because watching this back, half of the garbage look is the capture).
That is correct. I had switched it over because I was getting some heavy blur from camera movement on some ground materials… and just searched how to solve that… and switching to the MSAA solved that… but then apparently created the black static on the walls and heavy artifacts as I’d move.
Learning materials and probably messed something up along the way… so going back and redoing that from scratch.
Thanks again for your help. At the very least, I’ve gained some understanding on those settings and how they can affect the visuals.