Hello, has the problem been solved, experiencing the same issue
Hello, have same problem, switch from Studio to GameReady or shadowDenoiser set 0 help me. Lights broken only with rect light. And the feeling that they sometimes work, sometimes break, but over time in the editor it only gets worse
I also want to say that the packaged project has the same problem, this problem not just only in the editor
My solution was to back out nvdia to version 552.22
Problem still persist. Rolling back drivers to 552.22 is temporary working solution
UE 5.5.1 same problem .
Still no solution from nvidia itself with the newest drivers?
Also, i canĀ“t rollback cause on the nvidia page it wonĀ“t show me the 522.22 driver :(
Hey all,
Has there been a fix found for this yet? Iāve had this happen on all my scenes and after looking through and editing every possible setting in Unreal Engine and across my PC, I canāt find a way to get Unreal to run correctly with drivers above v552.
Theres clearly some kind of compounding issue caused by the lighting pass in the render engine caused by some optimization on the graphics driver. From what I can see, its scaling the lighting pass randomly, removing the lights from the full frame and compositing them as a ghosted image in the top left on random frames. Its also weird that its not being flagged anywhere as an error.
Is there anyone from Nvidia who can look at the optimizations between version v552 and v553, to see what changed? Is there some parameter for responsive resolutions that is slightly mis calibrated so its scaling some passes under certain amounts of load?
Iāve posted on here as since the Nvidia App took over from GeForce Experience, it seems to be auto updating drivers and breaking Unreal scenes across the business. Iāve removed the app and manually installed the v551 drivers, but this issue needs to be diagnosed and fixed asap!!! Especially since we are now up to v566.
Welcome @tbyers and everyone else who joined the thread.
Right now we (still) have difficulties reproducing this internally. I reached out again to see what else we could do.
Can others here confirm this is still a general issue with latest drivers?
Hi Markus,
Yes this is still an issue, you need a lot more lights in the scene, try opening one of Epicās Demo scenes with their lighting, set all spotlights to movable.
Please donāt just test this with only area lights and claim that all lights work fine.
You need to set the scene to raytracing, virtual textures enabled. Try setting the post processing to Lumen and optimise to the highest settings.
Thanks,
Zedd.
Hi yes, currently using the 566.36 driver and the issue is still there.
Many thanks for your response!
Iāve tried with the following drivers:
- 551 Game Ready - No issues.
- 552 Game Ready - No issues.
- 555 Game Ready - Graphics issues after a few mins.
- 566 Game Ready - Graphics issues after a few mins.
- 566 Studio - Graphics issues after a few mins.
Is there a list of changes anywhere that were implemented between 551 and 553? I wonder if its a new feature thats throwing off some of the rendering elements?
Also, why would setting the shadow denoiser to off stop the issue? (Using r.Shadow.Denoiser 0).
Also, I second the others when trying to replicate. You need 15+ lights set to movable, with High End PC settings (Lumen, virtual shadow maps, realtime raytracing). Iām not a game developer but use it for real-time visualisation. I should also say its not a performance issue as this happens on scenes that are running at 112fps (with a RTX4080)
Driver: 566.14
PC: RTX 4090, AMD 7950X3D
Temporary Fix: r.Shadow.Denoiser 0 (thanks @dave13)
Project: Unreal Engine 5 Beginner Tutorial by Bad Decisions Studio (on YouTube)
Edit: Updated to 566.36, same issue. (Game Driver)
Other console commands used:
Nanite Raytracing - r.RayTracing.Nanite.Mode 1
Raytracing Shadows - r.RayTracing.Culling 0
This is a temporary band-aid, My problem is I need the shadow denoiser.
It really looks like the lights are rendering at a smaller resolution than the render resolution.
I also found that when you change the scale of the manual screen percentage for the viewport, the ghosted render for the lighting scales up and down.
@recepmess Your issue looks like low resolution lightmaps. maybe
Hi Markus.
Yes, the problem still exists.
My videocard is 4060 TI