Each time I try to render high resolutions, like here 11500x2160 or 15k, I have a glitch where border are darker (like in the right of the image in red), or buggy and kinda reflect what is around the scene? (left in blue).
Are you running out of memory? When you get near the top of your card, UE will offload things from memory, for better or worse, in an effort to prevent crashing. What high-resolution settings are you using?
Also are you shutting off all screen space effects like lens flares, lumen screen traces, vignettes, auto exposure, local exposure, etc…
I’ve tried to desable those, but sadly still have the same problem.
Regarding memory, (I had a 3090 with 24) and now a 5090 with 32 go. I’m using them all + half of the 32 go of shared memory.
However with a resolution of 7680x2160 things are working fine, also with the 32 go of dedicated fully used and a 8 of 32 go used for the shared.
It’s a very important project for me, still trying to find a solution.
I’ve tried it with Allocate History Per Tile On and Off.
→ Problem is that high res tiles not working for me with this res, I’ve tried with a lote of values for the overlapp ratio, but the image is still buggy.
Kind of able to see what behind rocks when you check the result on the top of the image.
Yeah I can see it. Lumen needs Allocate History to work properly in this context. I am not sure but if I had to guess its something to do with memory running short.
Okay I understand thank you… what can be a solution for this case?
Also, is there maybe a good way to record part of the screen, for exemple divide the camera view by 3, and record them independently without modfying the point of view?
If you are running out of room I would have a look at textures first. If you are setting the render to not stream textures it will load every texture along with all of their mips onto the GPU. That can potentially be a large resource hog. I think the Game Overrides has that set by default. Thats the first place I’d look if you are having memory issues.
There are some plugins that divide up views and such. Have a look on fab. I have not tried any myself so unfortunately I am unable to give you any guidance there.
They did fix something in 5.4 with Lumen and 8K renders. Which version of the engine are you in? 16k is the max texture size allowed by the GPU. Thats a hardware limit not a UE limit. I wonder if parts of the rendering pipe require allocating 2x your screen resolution. Which would make sense where in the other thread they state it happens at 8193 onward.
Really appreciate your help, because it’s an important project for me and I’m really stuck…
Actually I’m using 5.4 already, and it’s up to date. Yes I’ve heard about the 16k limitation and I’ve tested just out of curiousity and when I try more than 16k I had a specific error msg saying that 16k is the maximum limit.
Sorry not sure to understand, but when you say parts of the rendering, it means specific features?
Regarding the other thread it didn’t help me to resolve the problem… however, I’ve tried to set the “Finale Gather Quality” to the maximum and I had more arterfacts, lowering the value to the minimum didn’t helped at all sadly.
Well now it’s working, however I can’t really tell why… and that’s not the first time this kind of stuff happens to me with UE. (4 or 5) —> I mean doing same stuff multiple time and got a different results without knowing why
→ Switch to UE.5: didn’t work
→ Switch scalability to Epic: didn’t work
→ Switch Global Illumination to anything other than Lumen : didn’t work
→ Switch scalability to low: Worked
→ Switch scalability again to Epic: Still worked (while it was not working before)
→ Actually I’ve made other steps, but nothing revelant, just things like trying to switch one by one scalability parameters.
I’m with:
Scalability: Epic
GI: Lumen
Resolution: 115202160 AND also worked with 153602160
I’ll set some exra parameters I’ve used in screenshots, note that thoose parameters initialy doesn’t resolved the problem when I changed them first, but I didn’t changed them to default afterward, afraid that it can make thing not work again.
However I still don’t understand what happened here, because first time it worked it was by setting scalability to low, but switching it back to Epic didn’t make the problem come back again.
→ After recording everything I’ll give a try to set scal. to cinematic again, just for curiosity.
I was thinking to set this as a solution, however I didn’t really understand what happened, so didn’t know for now if it’s really a solution, and if it will be for others.
I really would like to understand what happened here.
I’ve just understood what really is the difference, it’s the screen percentage.
Indeed by setting to low then high one by one, screen percentage value is still at 50%. When I set it to 100% or 85% the black shade on the right come back.
In cinematic at 50% everything works fine too.