Particle blur question?

Why does the particle first spawned have a blur texture at first?
I use a blueprint node:SpawnParticleAttached to dynamically spawn a particle, but it first rendered with a blur(low-res)effect.
How can I prevent this?Thanks!

Hi -

Without seeing exactly what you are experiencing I can guess that the initial particle is trying to render while the material applied to the particle sprite is also loading into memory. This can be a problem with mobile development if your material is optimized for OpenGL.

Does this occur in PIE and Standalone Game? Have you checked that your Engine Scalability settings are not set too low or that you have limited rendering in the standalone game? Any additional information you can provide would be helpful.

Thank You

Eric Ketchum

Thanks!This actually happens both in PIE and mobile.I have set all the settings to the highest.And all the particles that spawns for the first time have a low res like.Here’s a screenshot of what I mean::the first one is when it spawns for the first time(low res),the second one is when it spawns again(high res)…

36183-1952350152.jpg

36184-939378594.jpg

Hi -

Can you provide a screenshot of your material that you are using on the particles?

Thank You

Eric Ketchum

36268-猎豹截图20150328101050.png

Hi -

My apologies for the delay getting back to you on this issue. I have been testing this with a number of SubUV textures and have not successfully replicated the issue your pictures are demonstrating above. Can you look at the texture and let me know what compression and mip settings are being used as well as the Texture Size? If possible if you could share the texture asset as well that might be helpful.

Thank You -

Eric Ketchum

Thank you!Here’s the scrrenshot of the texture…

Hi -

I have been testing with the new Texture information that you provided, thank you. I am not seeing a difference in quality between the first and second spawn of the particles. I have included a sample project below with a brief setup, could you look at this project and make changes to the particle system such that its behavior matches the one you are describing above and see if you also get the same behavior, if so please re-upload the project.

Thank You

Eric Ketchum

Test Project

Thanks for making the project for me! The project you provided have a particle placed in level,however,I mean dynamically spawn the particle.Actually,my scene has 500+actors,when I dynamically spawn the particle the first time,it indeed blurs for about 1 second both in PIE and mobile.I think it may have something to do with caches…

AH, thank you for the clarification, I will dig back into this and try to achieve a closer reproduction of that.

EDIT: Can you try setting the warm up time to a few seconds into your emitter and see if it renders any different at Play?

Eric Ketchum

Thanks I tried that,but the particle never rendered the first few seconds…

Hi -

I’ve been trying to replicate what you are describing with no luck. At this point I might need to see the actual effect in order to better try to debug the issue for you. If you can migrate the effect to a new Blank Project with No Starter Content and upload it here, OR if you would like to keep the asset confidential, upload it to a private dropbox and link it to me via the Private Messages on the forums.

In the meantime, I will continue to try to replicate the issue.

Thank You -

Eric Ketchum

Hey Eric, I know this was quite a while ago, but did you ever find a solution to this? I’ve been having the same issue… and it’s definitely to do with texture streaming.

If I set the particle’s texture to Never Stream, it spawns at full res. With it off, it spawns significantly blurred. However, I’ve heard setting textures to Never Stream can have performance impacts (and I’m developing for mobile).

Does this have anything to do with the proximity to the camera? The camera is very close to the character when the particles spawn, and even with the LOD bias in the texture set to -1, they still spawn blurry as mentioned. Thanks for any advice you can provide!

~Adam

I’m running into this too. Wonder if the solution is to trick the system into loading the textures somehow.

And to clarify, I’m spawning particle from blue prints. One option for me would be to load the particle assets from blueprint when I know they might be used but I don’t see any handy blueprint functions to do this.