From 305296883d06c1cc5a535224f348722a16da8917 Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Tue, 27 Jan 2026 13:56:26 +0100 Subject: [PATCH] Fix Volumetric Fog to not flicker on temporal blend when resizing the screen or changing quality --- Source/Engine/Renderer/VolumetricFogPass.cpp | 7 ++++++- 1 file changed, 6 insertions(+), 1 deletion(-) diff --git a/Source/Engine/Renderer/VolumetricFogPass.cpp b/Source/Engine/Renderer/VolumetricFogPass.cpp index 3928b5d83..fb4e8a82e 100644 --- a/Source/Engine/Renderer/VolumetricFogPass.cpp +++ b/Source/Engine/Renderer/VolumetricFogPass.cpp @@ -167,8 +167,13 @@ bool VolumetricFogPass::Init(RenderContext& renderContext, GPUContext* context, (float)_cache.GridSizeZ); auto& fogData = renderContext.Buffers->VolumetricFogData; fogData.MaxDistance = options.Distance; - if (renderContext.Task->IsCameraCut || renderContext.View.IsOriginTeleport()) + if (renderContext.Task->IsCameraCut || + renderContext.View.IsOriginTeleport() || + (renderContext.Buffers->VolumetricFog && renderContext.Buffers->VolumetricFog->Size3() != _cache.GridSize)) + { + // Don't blend with history on camera cuts or teleport or resizes _cache.HistoryWeight = 0.0f; + } // Init data (partial, without directional light or sky light data); GBufferPass::SetInputs(renderContext.View, _cache.Data.GBuffer);