[BUG] Possible renderer bug

Hello.

I have some visual effect in my game - something like “plume” (?) from moving objects. For example - video with “plume” after character: UE4Editor 2015 09 06 13 36 37 78 - YouTube

We (I and @mamoniem) think, that it can be renderer bug - How to remove visual "plume"? - Platform & Builds - Epic Developer Community Forums

I shared my project here: https://goo.gl/8ZRyRC

This project is modified version of the “Third Person” example. with added Landscape. Material for the Lanscape is in the PlumeTest/Content/NewFolder/NewMaterial.

It done the same for me, but changing the ground terrain to material only without the texture, it ran fine.

check the difference

57669-with.gif

the other one:

57670-without.gif

Lets see how it goes, thanks for reporting :slight_smile:

-m

Thank you.

Hi Arthur -

Thank you for your report. This is a known issue in 4.9, what you’re probably seeing is the dithered quantization to remove banding when we switched the temporal history buffer to 11:11:10 from FP16. It wasn’t intended to be noticeable. We are currently investigating a solution to this issue. For reference, this issue is UE-21858.

Eric Ketchum

Hi, Eric.

Why you say about 4.9 version? This bug can be reproduced in UE 4.8.3 too, not only in 4.9.

Oh! I am sorry :slight_smile: This bug is not reproducible on 4.8.3. Yes, plume is only in 4.9.0. :slight_smile:

Eriс, when do UE dev team plan to fix this bug?

Hello -

I do not have a timeframe for this fix though since it is a regression in behavior it would sooner rather than later.

Thank You

Eric Ketchum

Still reproducible in 4.9.2… When it will be fixed? )))

Hi Arthur -

Unfortunately, Hotfixes are releases that correct game development blockers which we define as items or behavior which stops all future development in your game. So, for instance, a crash on trying to package your game or a crash on hitting PIE.

This particular issue while admitted annoying and visually impeding does not stop further game development, so it will not be corrected until a major release.

Thank You

Eric Ketchum

Hi!
Eric, have you any news on this issue?

Hello -

It looks like a fix is in place internally and we are looking at a soon timeframe, but beyond that I cannot give a more precise timeline.

Eric Ketchum

Hello.

I have compiled UE 4.11 from 4.11 branch with latest commit https://github.com/EpicGames/UnrealEngine/commit/6de6807886c33a7ad01b35ca172b8191d3da2dad and I see, that it’s looks more better, but still has plume. I think, this problem solved only by half :slight_smile: - UE4Editor 2015 12 15 16 52 17 60 - YouTube .

Another example, with material M_CobbleStone_Rough from StarterContent UE4Editor 2015 12 15 17 35 54 39 - YouTube - this video clearly shows plume in UE 4.11.

The extensive ghosting that you first reported as been corrected in 4.10.1. What you are seeing now is a limitation of the TemporalAA and extremely repetitive flat textures on a surface. The engine is trying to give you the correct Sharpness of the Mip Map Level on the texture while also trying to blur the motion of the character.

There are two possible corrections that can be made that will limit the amount of ghosting that you are seeing. The first is to use FXAA instead of Temporal AA, this will completely remove the Ghosting as you are no longer using the system that generates it.

The other is to adjust the material where you are seeing the ghosting to a) be less repetitive or b) less sharp. By Less Repetitive I mean providing a visual breakup, like dirt on the ground or different variations of grass in a field. The key here is to layer various textures together to yield a result. This can be done with Decals, in the Material or with multiple objects (like foliage). By less sharp I mean adjusting the MipMap setting of the texture(s) in the Texture Editor to be less sharp (r.MipMapLOD Bias can be used for testing as a console command)

Thank You

Eric Ketchum

Thank you very much!