Unacceptable Noise in SSRR

Hi,

We’re currently using screen space reflections in a project that delivers at the end of this month. Unfortunately though, the image quality of the job is seriously compromised by buzzing noise in the SSR pass, particularly on the edges of geometry. I’ve tried every setting I can find in the PP volume, and not made any headway. To make things worse, the job is going to be delivered for Oculus Rift, which means no temporal AA.

We’re currently running K4000 GPUs, so if its related to that, it’d be good to know.

I’d like to show an example of what is happening, but the project is currently NDA’d to the eyeballs, and I can’t replicate the bug without revealing a large part of the project.

You could have a look at the source to see the influence of the SSR quality value and then just manually raise some values beyond what is allowed in the editor.

If that’s not enough and you have performance to spare, a quick fix could be to force supersampling in your graphics driver.

I’ll give that a go, thanks.

Ah good, I was hoping supersampling would be an option. We probably don’t have much performance to spare on our development machines, but our presentation machine should be running a Titan.

I’m getting more SSRR noise ever since the 4.1 update.

Hello,

Thank you for your report. We were not able to investigate this on the engine version you reported, but there have been many version changes to UE4 since this question was first posted. With a new version of the Engine comes new fixes and it is possible that this issue has changed or may no longer occur. Due to timetable of when this issue was first posted, we are marking this post as resolved for tracking purposes.

If you are still experiencing the issue you reported in the current engine version, then please respond to this message with additional information and we will investigate as soon as possible. If you are experiencing a similar, but different issue at this time, please submit a new report for it.

Thank you.