How To Fix Foliage Flickering and Noise in Unreal Engine 5

Опубликовано: 22 Март 2026
на канале: Sergey Maryshev
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Are you experiencing foliage flickering or noise in Unreal Engine 5? In this tutorial, I’ll show you step-by-step how to fix foliage flicker and foliage noise in UE5. Whether you’re troubleshooting Unreal Engine nanite foliage problems, visual glitches, or graphics issues, this video will help you optimize your foliage settings and improve the look of your project.

This UE5 tutorial covers:
00:23 - Technical Aspects of Lumen
01:37 - Possible Causes of Foliage Flickering
04:20 - Method 1
05:30 - Method 2
08:45 - Method 3
10:15 - Result

If you’re a game developer working in Unreal Engine 5 and looking for quick tips to overcome foliage flickering or noise, watch this video for clear solutions and optimization techniques.

Don’t forget to like, subscribe, and comment below if you have any questions or want more UE5 tips!

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Console commands from the video

r.Lumen.ScreenProbeGather.ShortRangeAO
r.BloomQuality
r.Lumen.ScreenProbeGather.ScreenTraces.HZBTraversal
r.Lumen.ScreenProbeGather.ScreenTraces.HZBTraversal.RelativeDepthThickness
r.Lumen.ScreenProbeGather.Temporal.FastUpdateModeUseNeighborhoodClamp
r.Lumen.ScreenProbeGather.DownsampleFactor
r.Lumen.ScreenProbeGather.Temporal.MaxFramesAccumulated
r.TSR.ShadingRejection.Flickering
r.TSR.ShadingRejection.Flickering.Period
r.Lumen.ScreenProbeGather.MaxRayIntensity

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Аdditional console commands for improvement


r.ScreenPercentage - internal rendering resolution
r.TSR.ShadingRejection.Flickering.FrameRateCap - "speed limiter" for the TSR flicker detector
r.Translucency.AutoBeforeDOF - for grass visuals
r.SecondaryScreenPercentage.GameViewport 85 (optimal) - secondary resolution for heavy effects (Lumen, reflections, AO)
r.RayTracing.Shadows.SamplesPerPixel - number of rays per pixel for shadow calculation via Ray Tracing
r.TSR.History.SampleCount - This is the TSR memory volume (number of previous frames).
r.RayTracing.NormalBias - This is the ray tracing ray bias (gap for rays).
r.Lumen.ScreenProbeGather.Temporal.DistanceThresholdForFoliage - This is Lumen filtering. If you increase the threshold, it should rely more on a stable frame history
r.Lumen.ScreenProbeGather.SpatialFilterProbes - At a value of 1 (Enabled): Lumen blends data from neighboring rays.
r.TSR.History.UpdateQuality - This is the history update quality in TSR.
r.TSR.RejectionAntiAliasingQuality - TSR processing quality