x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

CaptureComponent2D causes scene flicker

I have a setup where I use a minimap from one of the packages in the Marketplace. I added the scene capture component to the scene as described and cause a capture from above when the character moves. The result is that the rendered 3D scene flickers every time a capture is made for the minimap.

This bug was already reported in the past here link text and a related bug here link text

The first bug is marked as "solved" which it clearly is not. The flicker seems to happen only when the render target is of a certain size for instance 1024 * 1024. When I set the render target to 512*512 no flicker occurs.

Flickering is accompanied by constant outputs of the following sort to the logfile:

 2017.04.02-23.46.00:411][407]LogRenderer: Reallocating scene render targets to support 1336x1024 NumSamples 1 (Frame:1409).
 [2017.04.02-23.46.00:427][408]LogRenderer: Reallocating scene render targets to support 1336x836 NumSamples 1 (Frame:1411).
 [2017.04.02-23.46.01:422][467]LogRenderer: Reallocating scene render targets to support 1336x1024 NumSamples 1 (Frame:1469).
 [2017.04.02-23.46.01:437][467]LogRenderer: Reallocating scene render targets to support 1336x836 NumSamples 1 (Frame:1471).
 [2017.04.02-23.46.02:437][527]LogRenderer: Reallocating scene render targets to support 1336x1024 NumSamples 1 (Frame:1530).
 [2017.04.02-23.46.02:454][528]LogRenderer: Reallocating scene render targets to support 1336x836 NumSamples 1 (Frame:1532).
  

 


Product Version: UE 4.15
Tags:
more ▼

asked Apr 03 '17 at 01:19 PM in Bug Reports

avatar image

Wallenstein
612 33 42 75

avatar image AndrewHurley Apr 03 '17 at 03:12 PM

Hey Wallenstein,

So I would need a way to reproduce the first issue in a new blank project with minimal content (no minimap content). The first one dealt with the issue strictly on Windows 10, and was marked as resolved by me as the issue no longer occurred on that platform. If you can provide me with a test case to follow then we can investigate further.

Thank you,

Andrew Hurley

avatar image Wallenstein Apr 04 '17 at 06:25 AM

Sorry I cant reproduce it in a new project. It happens only in my project but it's a client app for a server connection and wont run alone, besides its over 7GB.

(comments are locked)
10|2000 characters needed characters left

1 answer: sort voted first

I would need a way to reproduce the issue in order to report this as a bug. Your issue could be the same as second bug you linked which is still unresolved.

Regards,

Andrew H

more ▼

answered Apr 04 '17 at 02:21 PM

avatar image mrpropellers Jul 25 '17 at 07:25 PM

Hi Andrew,

I am seeing this bug as well. I've described it in a similar thread here. I believe you can reproduce it by doing the following: Add a SceneCapture2D actor to the scene. Give it a render target whose resolution is larger than the PIE/Standalone window. Periodically in your code, call ReadPixels doing something like this...

 // camera is a SceneCaptureComponent2D*
 UTextureRenderTarget2D* RenderTarget = camera->TextureTarget;
 FTextureRenderTarget2DResource* RenderResource 
  = (FTextureRenderTarget2DResource*)RenderTarget->Resource;
 
 TArray<FColor> pixels;
 RenderResource->ReadPixels(pixels);

You should see the screen flicker every time ReadPixels is called as well as significant slowdown. The log should give the "re-allocating" message. Try this with bHDR both enabled and disabled on the texture target - I think there is a significant performance difference but you should see the bug either way.

I'm also seeing the re-allocation message when my texture targets are smaller than the current viewport, but I don't get the screen flicker and I haven't run the profiler yet to see if there is a significant performance cost in that case.

avatar image SebaSopp Oct 15 '18 at 02:35 PM

Having also the problem, like you described it depends on the Viewport- and SceneRenderTarget-Size. Also disabling Temporal-AA eliminates the flickering.... I'm using 4.17.2 , has this been fixed in a later version?

(comments are locked)
10|2000 characters needed characters left
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question