Conflict between in-game HDR and Nvidia Smooth Motion
Title: UI elements glitch/flicker when HDR is enabled alongside Nvidia Smooth Motion
Severity: Moderate
Platform: PC (Nvidia GPU, Windows 11)
Steps to reproduce:
- Enable HDR in-game (Settings > Display > HDR)
- Enable Nvidia Smooth Motion in Nvidia App
- Observe in-game UI
Expected behavior: UI elements render cleanly over the game world without visual artifacts.
Actual behavior: UI elements exhibit flickering, artifacting, and visual glitches at edges where UI meets the 3D world. Glitching is most pronounced on high-contrast boundaries (bright UI elements against dark backgrounds or vice versa). Ringing artifacts appear around text and icon edges.
Frequency: 100% reproducible. Occurs on every map and activity tested.
Additional notes:
- Glitch does NOT occur with HDR OFF + smooth motion on
- Glitch does NOT occur with Smooth Motion off + HDR ON
- Glitch ONLY occurs with Smooth Motion + HDR ON simultaneously
- Hardware: RTX-series 5080 GPU, Windows 11, latest Nvidia drivers
Likely root cause: Marathon's HDR + DLAA render pipeline has a compositing bug where the UI layer is not properly isolated from the tone-mapped framebuffer, causing NIS/AI sharpening artifacts from DLAA to bleed into UI regions.
Workaround: Disable HDR in-game until patched.
Comments
Hello there,
Thank you for your report.
If you are able to record a video, you can upload it to a site like Youtube, link it to us here, and we'll be glad to take a closer look.
I will pass along your report and information to the relevant channels for further investigation.
I found a solution to the issue with artifacts when HDR and NVIDIA Smooth Motion are enabled simultaneously.
I need to create a small game mod to change the graphics settings.
I also fixed the issue where half the screen would become completely black for a while at night.
With this parameter in the .exe shortcut or in Steam, add the following to the game's launch parameters: -devmode
Achievements will also be available.
In the game folder …\KingdomComeDeliverance2 create the files autoexec.cfg and user.cfg
Copy them to autoexec.cfg.
And set r_HDRTonemappingPeakNitsOverrideWH = to your monitor\tv peak brightness lumen\nits.
# Created by WF99/韭王
# This file contains strings that will not be overrided by the engine so they can be safely executed as the game starts.
# HDR Settings:
r_HDRPipeline = 2
r_HDRTonemappingContrastWH = 1
r_HDRTonemappingLinearLengthWH = 0.1
r_HDRTonemappingLinearStartWH = 0.5
r_HDRTonemappingPeakNitsOverrideWH = 700
r_HDRTonemappingShadowWH = 1
# Misc System Settings:
e_DecalsMerge = 1
e_PrecacheLevel = 1
g_enableMergedMeshRuntimeAreas = 1
r_DepthBits = 32
r_TexturesStreamingMaxRequestedMB = 128
r_TexturesStreamingMaxUpdateRate = 2
sys_job_system_max_worker = 0
wh_dlg_SkipCooldown = 0.1
wh_pl_SkipTimeStep = 1000
wh_ui_ApseUnloadMode = 1
wh_ui_FaderFadeInDefaultDuration = 0.1
wh_ui_FaderFadeOutDefaultDuration = 0.1
# Performance Settings:
e_svoTI_AsyncCompute = 0
sys_PakStreamCache = 1
sys_preload = 1
Copy them to user.cfg
# Created by WF99/韭王
# Experimental Settings:
# Remove ; under this category to improve graphic quality at the cost of FPS.
## The value of TemporalFilteringBase (DEFAULT:0.2 LOWER:LESS FLICKERING HIGHER:LESS GHOSTING) should depend on other experimental settings.
## e.g: DT=2,NoB=2,RSB=2 => TFB=0.3; DT=2,NoB=2,RSB=1 => TFB=0.5; DT=1,NoB=3,RSB=1 => TFB=0.8(RECOMMEND); DT=1,NoB=3,RSB=0 => TFB=1.
;e_svoTI_DualTracing = 1
;e_svoTI_NumberOfBounces = 3
;e_svoTI_ResScaleBase = 1
;e_svoTI_TemporalFilteringBase = 0.8
# Global Illumination Settings:
e_svoTI_DiffuseAmplifier = 2
e_svoTI_DiffuseConeWidth = 4
e_svoTI_ForceGIForAllLights = 1
e_svoTI_IndoorSkyMultiplier = 0.6
e_svoTI_IndoorSunMultiplier = 0.1
e_svoTI_PropagationBooster = 1.2
e_svoTI_Reflect_Vox_Max_Overhead = 200
e_svoTI_SkyColorMultiplier = -0.4
# Light Settings:
r_DeferredShading3PL = 0
r_ShadowCastingLightsBudgetWH = -1
r_ShadowCastingLightsMaxCount = 48
# Misc Graphic Settings:
e_SkipInFrustumOptimizationWH = 1
wh_env_PuddlesRippleAmountMul = 10
# LoD Settings:
e_LodFaceAreaTargetSize = 0.0009
e_LodRatio = 285
e_MergedMeshesCullingLodRatioWH = 0.5
e_MergedMeshesInstanceDist = 48
e_MergedMeshesLodRatio = 15
e_MergedMeshesViewDistRatio = 210
e_StreamInstancesMinLoadedNodes = 512
e_ViewDistRatio = 180
e_ViewDistRatioLights = 48
e_ViewDistRatioVegetation = 160
wh_e_HLodInteriorSwitchingDistance = 16
wh_e_HLodVegetationSwitchingDistances = 8000 6000 4000 900
# Particle Settings:
e_ParticlesMaxScreenFill = 256
# Reflection Settings:
r_SSReflEnvBRDFPowWH = 4
r_SSReflSamples = 48
# Shadow Settings:
# Remove ; under this category to improve performance.
e_GsmSizesWH = 2.5,12,32,120,600
e_ShadowsAdaptScale = 1.45
e_ShadowsAutoBiasLodScaleWH = 1,0.8,0.6,0.5,0.45
e_ShadowsCastFadeOutRatioLightsWH = 0.15
e_ShadowsCastViewDistRatio = 0.9
e_ShadowsCastViewDistRatioLights = 0.45
e_ShadowsMaxTexRes = 2048
;e_ShadowsMaxTexResSunWH = 3072
r_ShadowPoolBaseCostWH = 200
r_ShadowPoolBudgetPerFrameWH = 80000
r_ShadowsLocalLightsFaceCullingWH = 1
r_ShadowsScreenSpaceFadeoutBegin = 4
r_ShadowsScreenSpaceFadeoutEnd = 8
r_ssdoAmountAmbient = 1.6
r_ssdoAmountReflection = 8
r_ssdoHalfRes = 1
r_ssdoRadiusMax = 0.15
# Volumetric Effects Settings:
r_VolumetricCloudsRaymarchStepNum = 16
r_VolumetricCloudsShadowResolution = 16
r_VolumetricFogMinimumLightBulbSize = 1
r_VolumetricFogTexDepth = 48
r_VolumetricFogTexScale = 12
wh_r_VolumetricCloudsMapOverride = 1
Igorich I don't think this is correct.
"In the game folder …\KingdomComeDeliverance2"
Bungie Support if you need a video for further clarification let me know, but from what I can tell it is 100% reproducible.
Oh, that's a different game :)
However, I experienced this problem after the November video-driver update from NVIDIA; earlier drivers did not have this problem.
I use Nvidia rtx 5060 ti 16 gb.
Well, I hope the developers will fix a similar problem in your game.
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