High-Res screenshot bug when exceeding poolsize

Hi Guys,

I struggled with this problem a bit - not sure if it’s an actual bug but gave me a couple of hours of grief to resolve. Posted it on a FB forum and noone could identify the problem.

Images 1, 2 and 3 were generated via the “High Resolution Screenshot” tool in editor.

This error was not seen in the editor or while playing in game.

I tried setting the ‘View Target’ as these cameras in game, and entered “highresshot” via console and the bug was still there (albeit slightly different in its location and ‘look’).

I ended up changing the poolsize in editor to 3000, tried again and it worked fine - see image 4.

Hello Mr.Snrub,

Can you reproduce this in a blank project, or does this only occur in this particular project?

Can you provide me with your ‘dxdiag’ so I can take a look at your system specs?

Could you provide me with the steps you are taking in order to reproduce the issue, if at all, in a blank project?

I looked around internally and did not see anything immediately regarding the HHRST and the visual issue you are seeing. I will say that if increasing the poolsize fixes the issue, then I would go with that. The HRSST as you know will output a very high resolution screenshot and depending on the screenspace occupied your texture streaming could be overdrawing and causing this issue.

Thank you,

H.

Further to this - I’ve done some more testing and Im not actually sure if that was the issue… So perhaps consider this an open bug.
So far - it’s 2 projects, both of which have a lot of high-poly models and hi-res lightmaps.
It happens when using the High Resolution Screen capture tool within Unreal Editor and also when in-game via the HighResShot console command.
Sometimes when I change the materials, it lessens the effect.
This is rather critical for ArchViz guys who need to provide clients with High Res images for print.
Image attached is separate project, and different material.

[link text][2]

So I did some digging and there was an issue reported like this a long time ago, but it was return as cannot reproduce and the ticket was closed without any real resolution.

In order for us to reopen the ticket, we need empirical evidence on how to reproduce this issue in a blank project. Does this only occur when you exceed the memory pool, or is it strictly at certain angles with certain materials?

It definitely looks like some ghosting which could be caused by Screen Space Reflections and/or Anti-Aliasing. I would look into either one of those as the culprit and go from there.

Thanks,

H.

Hi Andrew,

After further research, it appears to occur with this 1 material - let’s ignore the pool size for the moment as I think I may have been incorrect.

I was largely able to resolve it by replacing that material. Give me a day or two to try to replicate it in a completely new project.