Strange performance when adjusting r.ScreenPercentage

Rendering - Apr 6, 2021

A UDN user has reported strange performance characteristics with occlusion queries / lights when using screen percentage. It appears using a higher screen percentage is faster; the user attached a s ...

Incorrect AO rendering when that using SSGI.HalfRes

Rendering - Apr 6, 2021

This problem seems to have started from 4.26. Also, setting r.DiffuseIndirect.Denoiser=0 will increase the noise but invisible the rendering in problem. ...

Single Layer Water shader doesn't accept Realtime Raytracing Shadows

Rendering - Apr 1, 2021

This might be feature request? ...

Ensure condition failed : loading sublevels containing reflection captures, UpdateAllReflectionCaptures may be called twice

Rendering - Apr 1, 2021

If sublevels containing multiple reflection captures are loaded in consecutive ticks and the execution timing of UpdateMaxCubemaps on rendering thread is delayed, UpdateAllReflectionCaptures will be ...

Crash when adding a Material Layer with a MaterialFunctionCall node to a Material Instance

Rendering - Mar 30, 2021

Adding a Material Layer to a Material Instance that has a Material Function Call node connected to the Set Material Attributes node causes the editor to crash. I tested a Material Layer without the ...

Crash occurs when adding code to custom node in Material Function.

Rendering - Mar 16, 2021

A Salesforce ticket reports that entering the above code into a custom node in a Material Function causes a crash. I was able to repro his crash reliably. This is a regression. Working as expected ...

incorrect virtual texture shader code(in FinalizeVirtualTextureFeedback) on Mobile forward platform

Rendering - Mar 15, 2021

in the function FinalizeVirtualTextureFeedback, the micro "USE_DBUFFER && MATERIALDECALRESPONSEMASK" returns true on mobile forward, while there is no DBUFFER on Mobile forward obviously. This takes ...