After nVidia drivers 577 we are experiencing a horrible DOF in cinematics in Unreal Engine 5.5 / 5.6 (maybe other versions). Reverting to 577 drivers minimizes the issue.
For replicating the issue in UE 5.5, took me about 1 minute: Just a basic map with 2 cubes and a cinenma camera actor with strongh depth of field: (I assume will be the same in 5.6 (maybe not in 5.7 as there are rumours works fine there).
Just wanted to add to the discussion that I am also experiencing this issue. Was working in UE 5.6 on the very latest studio drivers and experienced this aliased DOF issue. No solution was found in project settings or console variables, only a full rollback to studio driver 577.00 resolved this issue for us. Eagerly looking forward to a resolution.
Hi,
I confirm to you, the issue has been fixed in Unreal Engine 5.7.1:
https://forums.unrealengine.com/t/5-7-1-hotfix-released/2681235
UE-348441 — DoF flickering with NVIDIA graphics driver 581
Actually, for older versions of Unreal Engine (5.5 and 5.6), you currently need to stay on the NVIDIA driver 577.00.
Hopefully, a fix will be available soon.
Welcome @chrisbedrosian22 and @sebastien.albert to the NVIDIA developer forums!
Thank you for adding your feedback.
I am trying to get internal feedback on this, I will get back to you when I have some more info.
This issue is also affecting older versions of Unreal Engine as well (5.1.1). There are many other reasons a production team cannot simply upgrade to 5.7 on top of just the amount of work required to upgrade, such as licensing reasons. These latest driver updates have effectively rendered these older Unreal versions unusable for many of us. I’m curious to know what the greater fall out is as well, does this not also impact games shipped on UE?
New nVidia Drivers 591.74 still don’t solve the issue… Does nobody care about this??
I was experiencing something similar - sampling a render target texture array slice for displacement and sending it to WPO was causing the mesh to jitter/vibrate like crazy. One frame it would be correct, next frame it would go flat, alternating back and forth.
The weird part was adding +0.00001 to the Z component (or really any math node in the chain) completely fixed it. Took me a while to figure out it wasn’t my code.
I was also getting some pixel depth weirdness yesterday which might be related.
From what I can tell, it seems like a shader compiler dead-code elimination bug - the driver’s HLSL optimizer might be incorrectly thinking a direct texture sample → WPO connection can be skipped or cached because it looks “constant” to it. Adding any operation seems to break that direct connection pattern and forces proper evaluation.
The alternating frame behavior is what makes me think it’s some kind of caching issue - the optimizer is holding onto a value it shouldn’t be. Sounds like the DOF issues you’re seeing could be the same underlying problem.
Still nothing? How is this not fixed in the latest drivers?!
Still waiting on a fix from NVIDIA on this… this literally affects EVERY GAME made on Unreal Engine that isn’t using 5.7 and I don’t even know if that is true because it’s not been confirmed. I’ve seen countless UE5 games released with HORRIBLE depth of field just because of this one issue that NVIDIA is ignoring.
Welcome everyone new to the thread.
This is not ignored, there is just no public information on the issue I can publicly share at this time, I am afraid.
Adding some more context here, specifically regarding this issue affecting games:
Turn off Enable Alpha Channel Support in post processing for anything below 5.5 and for anything 5.5 and above turn off alpha support. In Glitch Production’s scenario this works.
I had to delete one of my previous posts because for some ridiculous reason you are limited posters to only 3 replies in the same thread. I’m not sure what nonsense you are pulling but it’s the most backwards requirement I’ve ever seen in a support forum.
Now addressing the most recent post. The above is NOT the fix for this issue. The name of the setting isn’t Alpha Channel Support it is “Alpha Output” and it isn’t located in Post Processing it is a setting located in Project Settings and that settings is already disabled. Please stop posting this on our threads as the issue that fix addresses is not the same as our pixelated issue.
NVIDIA it has been almost a full year since this has been brought to your attention. Do you have an update on the fix for this problem?
This is a little concerning. Based on this post, sounds like Nvidia doesn’t intend on fixing this issue. @MarkusHoHo are you able to confirm if this is the case?
The post on the GeForce Forums is authentic.
Other than that I am not involved in the decisions or discussions leading to them.
But to make things clear, the wording in that post is correct. Any driver change for this issue would be a workaround from NVIDIA side for an issue in the Unreal Editor implementation.
Awesome. So lets just ignore the issue. Thanks for having us wait a year to state you’re not going to do anything. Also fyi the link they post to the Unreal Engine github doesn’t even work…
Also great job classifying me as a new user limiting my posts to 3 when I’ve been posting about this issue since last year.
Awesome work guys!!!
This issue STILL has yet to be fixed, by the way. Nvidia, please do something about this, as it is degrading the quality of many Unreal Engine 5 games.