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?
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.
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
I am not able to find world outliner how to enable it?
How can i modify the param name in EQS node
My UE5-0 Directional Light is too small and not real ,please tell me how to fix it thanks
Delay nodes occasionally don't fire the "Completed" output in a nativized build
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
How to achieve HLSL Multiple Render Target in Material blueprints?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-155959 in the post.
0 |
Component | UE - Graphics Features |
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Affects Versions | 5.0.2 |
Created | Jun 7, 2022 |
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Resolved | Jun 8, 2022 |
Updated | Jul 11, 2022 |