Even if you enabled it to hide shader banding in the sky, i'd rather have that than the film grain. Just look at this.. This is NOT jpg compression, this is not youtube compression, this is how the actual game looks now. The first screenshots are in 3.6 and beyond, artifacts and film grain in every smooth transition or flat color / flat dark scene. The 2 last screenshots are in 3.5, zero film grain even in pitch black scenes with only volumetric light, zero artifacts, full smoothness and clarity. -- LATEST-- Edit: 3.8 PTU film grain still there. Thread now at over 130 votes up. Come on CIG. This is not a bug. This is r_HDRGrainAmount 0.5 that needs to be either made user-configurable or set to 0.0 by default. Fix this, now. The reason you're not noticing it, CIG, is because all your devs are on 4k monitors. Uploaded two new screenshots from 3.8, film grain clearly visible in top half. No that isnt jpg compression artifacts, that's HDRGrainAmount. It is not because of the new dust storms or atmospheric tweaks, this film grain exists in space too, in every scene on every planet or in empty space. This was NOT here in 3.5 and previous versions. I merely chose these two screenshots because the atmosphere makes it much easier to notice in a static image, due to the clear pixellation of the grain causing variations in luminocity. Yes, i am well aware that certain methods of rendering atmospheres, fog or weather effects, may result in color banding or pixellation due to a lower inherent resolution without dithering in said shaders, but that is NOT what this thread has been talking about for over a year now. We're talking about r_HDRGrainAmount, period. That's it. No shadow bug, no z-flicker bug, no weather effects. Thank you. I'm so sick of this thread. Edit: 3.7 film grain still there. Come on CIG what u playin at? Edit: 3.6.2 film grain still not removed. Will update this line as updates roll out. This is insane, a single simple post-processing CVAR that controls this and CIG still cant be bothered to set it to 0? Edit: 3.5.1 patchnotes fixed a rare shadow flicker effect on mesh surfaces, but did NOT fix the film grain we're talking about in this thread. Clarification to CIG, we're talking about post-processing film grain, applied across the ENTIRE rendered screen, not just on mesh surfaces. I dont know what else to say. It was NOT there in 2.6 onwards. It also wasnt there in 3.5 PTU. Then in 3.5 LIVE it suddenly appeared. SOMEONE on your graphics coding team enabled this and forgot about it. There's even cvar's about it, but not whitelisted for user change. Edit: Now July 22nd with 3.6 on the way, 99 upvotes later, retweets, and still waiting for fix or CIG to at least give us the respect in realizing that we know what we're talking about, its post-process film grain, not a shadow bug. At least ONE person at CIG should play in 1080p so this issue is actually visible to them. FINAL Edit: Now 3.6 LIVE release, film grain still in there. Why CIG? Why u do diz? Makes no sense. Added a fifth screenshot with 400% zoomed in regions so there's no possible way CIG cannot notice this. It is obviously even more awful ingame, because it flickers, as film grain does, but still clearly visible in the screenshot. No, it's not a shadow z-flicker issue. No, it's not a monitor issue. No, it's not an image compresssion issue. It's simply film grain. It's enabled in the engine parameters under r_HDRGrainAmount, CIG why have you not disabled this yet? It was NOT enabled pre-3.5. [CVARS]: [CHANGED] CXConsole::LoadConfigVar(): variable [r_HDRGrainAmount] is marked [Not Whitelisted] with a value of [0.5]; config file attempting to change to [0.0] - IGNORING Can we please get some proper dev response to this? I'm giving up. I really just want to know WHO at CIG enabled this in the first place. I mean for nobody else in a 400 man dev studio to be aware of this is, quite astonishing. What other changes could a random intern get away with, i wonder xD