I am using the UE DLSS plugin for 5.4.2 (plugin version). Under certain conditions, sometimes DLSS will cause the players screen to flicker back and forth between a proper upscaled image and an extremely glitching image where the bottom and right of the screen are completely distorted. This issue is quite rare and seems to affect <3% of players.
It looks as though the upscaling failed to draw and it is drawing the non-upscaled version starting at the top left of the screen and then the bottom and right edges are a garbled mess. The menus and UI are not effected.
It does not happen on all hardware, but is reliably reproduceable on my laptop 3080 card with a 1440p/240hz monitor and several players have reported the same issue (one using a desktop 4080). The screen shot from above is with the game ready driver 555.99, a windows shipping UE 5.4.2 build, a laptop 3080, and a 1440p/240hz monitor running the game at 2560x1440 with the DLSS upscaling at 71% like this:
This glitch is resolved by disabling DLSS. It also often goes away if the user caps their framerate at a lower value, changes the DLSS quality setting to ultra performance, reduces the overall graphics quality of the game, or disables reflex mode. The glitch does not occur in a development build.
Restarting the game sometimes fixes the problem and the problem seems far more common the first time the game is launched. Any help or advice on how to fix this is greatly appreciated.
This did work for me. I haven’t noticed that setting change introducing any notable visual changes yet but testing out everything in the game is difficult. Did you guys notice any visual issues that were introduced when you changed the setting?
Separate translucency affects the way translucency is drawn. As the name suggests, if enabled it is done as a separate pass and can be composited into the final result before DOF or after it, or even after motion blur has been applied. One other benefit of doing the translucency pass separately is that you can reduce the screen percentage of the pass, making the translucency pass cheaper. That being said, we did not really utilize any of that functionality at this point so we did not have any negative impact by disabling it. Ideally though a proper fix would be provided
Since the problem here occurs in TAA without DLSS plugin.
It is probably a bug in UnrealEngine.
I am currently contacting them via UDN.
FTranslucencyComposition::AddPass()
FTranslucencyComposition::EOperation::ComposeToExistingSceneColor
is specified, it is possible to avoid this problem.
We had this issue on my game as well. While I wasn’t able to repro it on my machine, I had a few team members who could. I was able to solve it for them by trying a few different things.
Find out what material is causing it (most likely a translucent material)
Remove Front Layer Transparency
Add a near fade to the material and use WPO to keep the polygon away from the camera
I also change to After DoF (I dont think its needed)
After I implemented those changes my team was no longer able to repro this issue.