When changing r.ScreenPercentage the final value used for buffer generation is clamped to the nearest 4 pixels to aid in post processing and other steps. During post processing the same calculation for screen percentage is performed but this quantization does not happen creating up to a 3 pixel discrepancy. This leads to artifacts when buffer sizes and viewports mismatch when working with un-cleared data.
Both calculations should be identical to avoid edge cases which can be particularly apparent on consoles.
See the example in the UDN, or:
Launch QAGame in -game, set the resolution to 1600x900, set screen percentage to 50%, turn the camera and if correct there should be no black smear at the bottom of the screen.
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Delay nodes occasionally don't fire the "Completed" output in a nativized build
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
I can't open my map from the editor.
How can i modify the param name in EQS node
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-19394 in the post.
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Component | UE - Graphics Features |
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Affects Versions | 4.8, 4.9, 4.11 |
Target Fix | 4.15 |
Created | Jul 30, 2015 |
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Resolved | Dec 7, 2016 |
Updated | Jun 23, 2018 |