UE5 - attempting to recreate Elden Ring blur effect

Thank you so much @Azeew!

Yeah that’s really the main issue with this approach: you use the scene capture every frame (or at least whenever a blur is active). As @ifurkend said I can’t tell how killing this would be in a real scenario with a tight budget + every optimization you can apply —pretty sure this could be just viable— but it’s still kinda annoying anyways there’s no clean, proper way to do this without modifiying the engine, which I guess is what 99% of people won’t be willing to do.

And I totally agree, I really hope they make it much more easy to build your own custom systems, whether it is custom shading models, g-buffers or at least easier ways to pass custom data to the existing ones. I may end up doing it just for the shake of it, but I’ll still feel a bit disappointed for not solving this with just the standard tools.

I’m glad you got it working, even if not the most ideal method either! Let’s hope it’ll become easier to do such things in future versions of the engine :blush:

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