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Adjust effects

Unreal Engine provides high-quality lens and image effects that simulate how a real camera works and that can be used to enhance the realism of graphics and make integration with video easier.

3D Graphics

Chromatic aberration

Chromatic aberration manifests itself as "fringes" of color along boundaries that separate dark and bright parts of the image.

Intensity

Offset

Lens flare

Simulates the lens flare effect that happens on real-world cameras when viewing bright objects. When enabled, you can make adjustments.

Intensity

Brightness scale of the image-based lens flares (linear).

Threshold

Defines the minimum brightness of pixels that contribute to the lens flare. Setting a high threshold prevents very dark content from being blurred; it also improves performance, as the fill rate cost increases linearly with the number of pixels passing the threshold.

Bloom

Bloom is a rendering effect used to simulate the real-world phenomena seen on bright objects on much darker backgrounds, and helps to add realism to the scene.

Method

Intensity

Scales the color of the whole bloom effect (linear). Possible uses: fade in or out over time, darken.

Threshold

Defines how many luminance units a color needs to have to affect bloom. In addition to the threshold, there is a linear part (one unit wide) where the color only partly affects the bloom. To have all scene colors contributing to the bloom, a volume of -1 needs to be used. Possible uses: tweak for some not real HDR content, dream sequence.

Bloom from video

Enables bloom to affect the 3D graphics

Bloom to video

Enables bloom to affect the video.

Vignette

Vignette simulates the effect that occurs with real-world camera lenses, seen by loss of light (darkening) near the edges of the image.

Intensity

Motion blur

If the graphic elements seem staggered in fast camera movements, apply motion blur.

Amount

Image Up/Down sampling

Sampling method

Available settings

NVIDIA DLSS

Quality

TSR - Temporal Super Resolution

Screen percentage

TAA - Temporal Anti Aliasing

Screen percentage, Temporal upsampling

FXAA - Fast Approximate Anti Aliasing

Screen percentage

for debugging

None

-

for debugging

NVIDIA DLSS - Quality

Use the quality slider to decide between the level of quality vs performance.

Quality

8

4

0

Performance

0

4

8

Higher quality
Oversampling
XR

Higher performance
Upscaling
VS

Learn more about Using NVIDIA DLSS

Screen percentage - Under/Over sampling

Screen percentage is a resolution-scaling technique used to render a lower- or higher-resolution image than what is actually being presented. Adjusting the screen percentage allows you to maintain a balance in your scenes between performance and image resolution quality.

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