Quick answer: Unreal post-process bilateral blur for VFX running twice when half-resolution buffer enabled? Pass is dispatched once per resolution level - configure to run once.

VFX softness post-process: at full res, runs once; at half res, runs twice. Twice the cost; same visual.

Configure pass per resolution

Pass declaration: Bound Resolution = Full. Skips the half-res dispatch.

Or merge to one pass

Manual implementation that handles both resolutions in one dispatch. Slightly more shader; one pass.

Verify with frame debugger

RenderDoc capture: pass count visible. Two passes for one effect = config bug.

“Post-process passes have resolution scope. Implicit = whatever the default expects.”

If a custom post-pass has surprising cost, the resolution config is usually the cause. Audit explicitly.

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