Search Issue Tracker
Active
Votes
0
Found in
6000.0.44f1
6000.1.0b13
6000.2.0a8
Issue ID
UUM-102344
Regression
No
DLSS smearing artifacts when idle animation repeats
How to reproduce:
1. Open the project “IN-98414_DRS_UnityBug”
2. Navigate to DRS → GameRunner
3. Click “Run”
4. Click “New Game”
5. Press the “E” key when prompted until no menus appear
6. Repeat step (5.) until you get the map with the second floor + room to the left is open (this can be seen in the reproduction video)
7. Select the character with the cowboy hat by pressing the “1” key
8. Walk to the second floor, left room
9. Stand to the left of the lamp
10. Wait for 3 cycles in Idle animation
11. Observe the Game View
Expected result: No smearing appears when the character is idling
Actual result: Smearing appears around the character when idling
Reproducible with: 6000.0.40f1, 6000.0.44f1, 6000.1.0b13, 6000.2.0a8
Could not test with: 2022.3.60f1 (Project scripts and custom packages are incompatible)
Reproducible with GPU: NVIDIA GeForce RTX 3050 Ti
Not reproducible with GPU: NVIDIA GeForce RTX 3080 Ti
Reproducible on: Windows 11
No reproducible on: No other environments tested
Notes:
* DLSS is controlled in-game, in the Options Menu
* Sometimes takes 5+ tries of moving around the lamp until the idle animation starts smearing
* Changing resolution in the Editor sometimes helps produce the smearing (for me, best way to reproduce was to use 2560x1440)
* Restarting the computer helped once
* Each “New Game” gives a random map, I was able to reproduce the issue only in the specific area mentioned
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Crash on PluginManager::RefreshPlugins when closing the Editor without making any changes with JetBrains Rider selected as the External Code Editor and Google Mobile Ads third-party plugin imported
- GetMainLight() returns incorrect distanceAttenuation value for a Custom Shader when URP Forward+ Rendering Path is used
- Standalone Profiler crash on GuidReservations::Reserve when it is opened on a specific project
- m_RenderPipelineGlobalSettingsMap or m_SRPDefaultSettings is pointing to UnityEngine.Rendering.HighDefinition.HDRenderPipeline when High Definition RP package is removed
- Rendering Debugger fields have no padding at the bottom of the fields list
Add comment