A highly efficiency-impacting issue with UE5’s TSR refresh
As shown in the video, why do invalid clicks also trigger AA recomputation? Or when clicking the eye icon to hide/show actors, why does it probabilistically trigger AA recomputation?
This causes two particularly frustrating problems:
- When I need A/B comparison effects and quickly click the eye icon to hide an object, the constant AA resets create noise in the image
- When using F9 for quick screenshots, many captured images end up noisy due to this issue
The expected behavior should be:
- Toggling actor visibility via the eye icon should function identically to changing the “Visible” property (which doesn’t cause AA recalculation)
- Screenshots taken with F9 should maintain perfect image quality regardless of how rapidly it’s pressed, matching the output of Windows screenshot tools.
Hi,
thanks for reaching out. I have started investigating the issue and noticed that both TSR and TAA are refreshed (the TSR refresh can be more easily seen by setting r.TSR.Visualize 1 in the console). I will file a bug report for this issue.
In the meantime, a possible workaround might be to take high res screenshots and use r.HighResScreenshotDelay in the console set to a long enough value so that the TSR (or any other accumulation based effect like GI) has time to converge. A similar delay mechanism exists for taking automated screenshots. Would this approach work for your use case?
Thanks,
Sam
Hi,
thanks for your reply. I have tried to recreate the same conditions in 5.6, but have not been able to reproduce the same behavior as in your repro video: in my case the TSR history does not refresh when taking a capture (which would show as a colour flash when r.TSR.Visualize is set to 1), either with F9 or with the high resolution screenshot tool (except when r.HighResScreenshotDelay is set to a value lower than 4). The blurring might be caused by the screen percentage temporarily falling back to a lower value when capturing a screenshot, but I have not been able to confirm that so far.
Would you be able to share a minimal repro project, so I can have a deeper look?
Thanks,
Sam
Thank you for providing a minimal repro scene and video. I could reproduce the issue now (in most cases) and have filed a bug report. I will post the link to the issue on the public tracker when it becomes available, so you can track its progress.
Thanks again,
Sam
Hi,
the issue is now public at this link. Please let me know if you have any further questions.
Thanks,
Sam
Ok, I filed a bug report and will post a link here when it becomes available on the public issue tracker.
Thanks,
Sam
Hi,
the issue is now public at this link, so its progress can be followed.
Thanks for reporting,
Sam
Hi,
I will close this case for now. Please open a new ticket in case you have more questions or remarks.
Thanks again,
Sam
Hi Sam,
I’ve conducted further testing with high-res screenshots using r.HighResScreenshotDelay 40, and even tried combining both methods, but the blurring issue persists. Please refer to the attached reproduction video: 20250528_773.mp4.
Additional findings:
The problem reproduces more frequently under these conditions:
- When VRAM becomes insufficient
- After using Play-in-Editor (PIE) functionality
- When the UE editor has been running for extended periods without restart
In the most severe cases:
- Visible blurring occurs during every screenshot capture
- Approximately 50% of captured images end up being blurry
Let me know if you need any additional diagnostic information.
Best regards,
I’ve provided a reproduction project (completely new) and a screen recording: 20250529_789.mp4. My hardware: AMD CPU + RTX 3090. Thanks.
I noticed a more obvious issue: the post-processing color grading doesn’t update during mouse press (remaining in a blurred state due to TAA), only releasing the mouse makes it update. This makes real-time preview completely impossible. Please confirm whether this is the same issue. If not, please complement this problem description accordingly.
Thanks,
Hi,
thanks for reporting this. This looks different from the first issue. Would you like me to file a new bug report?
Thanks,
Sam
Yes, it’s necessary. This makes color grading preview extremely difficult. Please help submit this issue for UE5.6. Thanks!