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Rendering artifactTemporal Rendering

TSR Flicker and Moire

Separate temporal reconstruction limits from unstable geometry, lighting, and frame-rate-dependent effects.

TSRflickermoirescreen percentageNanite

What you're seeing

Repeating or subpixel detail alternates between frames and shimmers as the camera or object moves.

Likely causes

  • Detail is too fine for the current input resolution to represent consistently.
  • The project runs below the frame rate assumed by the flicker-analysis settings.
  • A bright object makes Lumen Global Illumination unstable.
  • Distant Nanite simplification separates geometry edges that are not welded.

Check in this order

  1. 01Compare the scene at native resolution and the shipping screen percentage.
  2. 02Lock the editor to the target frame rate and reproduce the issue under that timing.
  3. 03Inspect the TSR Flickering Analysis mask to see whether TSR detects the unstable pixels.
  4. 04If the source is bright Lumen lighting or unwelded Nanite geometry, fix that source before tuning TSR.

Views and commands

Flickering Analysis

r.TSR.Visualize 7

Shows where TSR relaxes history rejection to stabilize flicker.

Frame-rate test

t.MaxFPS 60

Locks the editor to 60 FPS. Replace 60 with the project target.

Flicker frame-rate cap

r.TSR.ShadingRejection.Flickering.FrameRateCap 60

Sets the frame rate used to adjust flicker analysis. Match the project target.

Flicker period

r.TSR.ShadingRejection.Flickering.Period 3

Tests a three-frame flicker period. Tune only after the source has been identified.

Epic documentation

Related guides

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