Can the Velocity pass be disabled in Defered rendering?

Kevin Masson
Thu, 24 Oct 2024 14:58:34 +0000
Rendering

Even though Motion Blur and TAA are not used in my scene, I can see using the GPU Analayzer or Unreal Insights that some time is spent on the Velocity Pass in the Render Thread (>0.5ms, in a dev build, but still unnecessary).

So far, the only way I found to get this number down was to:

on every static mesh, disable World Position Offset Writes Velocity (checked by default)

on every Niagara System renderer, disable the motion vector output (automatic by default)

just in case disable Output velocities due to vertex deformation in the project settings

Isn’t there a switch or setting to disable globally the velocity pass? If there is such a switch, could it be per scene or something? There is a specefic scene in which I want to use motion blur.

I tried looking at the console commands, forum and documentation, but I didn’t find anything.

4 posts - 2 participants