Description

You can also check it by enabling real-time rendering in the NewMap.umap of the attached project, and then clicking on "High Resolution Screenshots".
(You may need to disable and enable post-processing once.)

 

This problem is caused by CONFIG_SCENE_COLOR_OVERFLOW being set to 1.
Supposedly this is a measure to prevent overflow on certain consoles, but it is also Clamped in WinEditor.
It seems that CONFIG_COMPILE_FP16 is branched by PLATFORM_SUPPORTS_REAL_TYPES, but CONFIG_SCENE_COLOR_OVERFLOW must always be 1?

Steps to Reproduce

1. Enable TSR.

2. Enable Real Time Rendering.

3. Fix EV to 0.

4. Shoot Unlit materials with values over 100000 in "High Resolution Screenshots".
( Enable "Include Buffer Visualization Targets" and "Write HDR format visualization targets" )

5. Check "PreTonemapHDRColor.exr".

With TAA, you get up to 65504, but with TSR, it is clamped to 16376.

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-155959 in the post.

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By Design
ComponentUE - Graphics Features
Affects Versions5.0.2
CreatedJun 7, 2022
ResolvedJun 8, 2022
UpdatedJul 11, 2022
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