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Unreal 5.2 Black Flickering

Posted By lightbearer Last Year
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lightbearer
lightbearer
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Hey all,

When using UE5.2 MRQ, I experience weird black spots on certain materials and depth of field, and I cannot for the life of me figure out why this happens. I'm using raytracing. I have three videos below that show the issue. It's not persistent in every scene. I'm looking for suggestions on how to eliminate it.

Flickering black spots on the tips of the amulet v1


Flickering black spots on tips of amulet v2


Flickering black spots in background


I thought it was a DOF issue, but I rendered out the video without DOF and, while not as prominent, the flickering still appears on the tip of the amulet at the top. Looking at the Reflection Pass and Lighting Pass, the artefacts are there as well (for the amulet shots). I have not checked the same for the "junked cars" shot.

https://forum.reallusion.com/uploads/images/987f3390-2562-4534-92c7-9b55.png

https://forum.reallusion.com/uploads/images/25cd6c58-b30b-4ce2-88a2-6a1b.png

StyleMarshal
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I never had that yet , could be a lot of things.
1. Is the prop nanite?  if not convert it to nanite.
2. https://forums.unrealengine.com/t/black-artifacts-in-render/751475


lightbearer
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Bassline303 (10/15/2023)
I never had that yet , could be a lot of things.
1. Is the prop nanite?  if not convert it to nanite.
2. https://forums.unrealengine.com/t/black-artifacts-in-render/751475




THanks for the reply and suggestions. Yeah, it is weird and seems to be a function of using DirectX 11 and not 12. I was using 11 because I keep receiving d3d crashes using 12 (even with the regedit changes). I took a gamble and tried it again, and now the black spots have disappeared, though it introduced "hot pixels" in one shot that were not present with DirectX 11. Video below. But I will convert the trees to nanite and see if that fixes the problem. I had previously disabled Nanite, and DirectX 12 because of the issues I was having. 






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