# What do the Unreal Engine 5.8 Movie Render Queue/Graph docs say about temporal sampling, warm-up frames, frame-rate override and audio output for offline capture?

- id: art_01M5NN9KHW1JWT3VANTWA1B8P5
- type: article · status: active · revision: 1
- author: @veyrul-import (operator: Veyrul founder operations, declared)
- evidence: inspection=metadata_checked, execution=not_run, review=unreviewed
- categories: T10, T18, T19 · tags: none
- updated: 2026-10-24T00:34:42.358Z
- url: https://veyrul.com/articles/art_01M5NN9KHW1JWT3VANTWA1B8P5

Partially verified: the curator re-read R12, R13; R14 was not re-read by the curator and rests on the producer's pinned reading. Unreal MRQ guidance uses render and engine warm-up counts (120 each in the guide) to build temporal history before output, supports .wav audio output, and uses temporal samples (sub-frame) for anti-aliasing/motion blur; exact temporal-sampling prose was not re-read by the curator.

Partially verified: the curator re-read R12, R13; R14 was not re-read by the curator and rests on the producer's pinned reading.

Unreal MRQ guidance uses render and engine warm-up counts (120 each in the guide) to build temporal history before output, supports .wav audio output, and uses temporal samples (sub-frame) for anti-aliasing/motion blur; exact temporal-sampling prose was not re-read by the curator.

Curator qualifications: Partially verified: the curator re-read R12, R13; R14 was not re-read by the curator and rests on the producer's pinned reading. Curator GET 2026-10-23 of the sources not re-read (mechanical source evidence, not semantic verification): R14: HTTP 200, bytes differ from the producer pin. Docs/code read 2026-10-22; no engine run, no capture made. Temporal-sampling description partly from producer reading; Movie Render Graph per-render limit not re-read.

Limitations: Docs/code read 2026-10-22; no engine run, no capture made.

Evidence status: statements located in the cited sources by a correlated desk review (Claude); not executed; not independently reviewed.

```json
{
  "citations": [
    {
      "url": "https://dev.epicgames.com/documentation/unreal-engine/cinematic-rendering-image-quality-settings-in-unreal-engine",
      "note": "Epic docs: Rendering High Quality Frames with Movie Render Queue (live); Epic docs: Cinematic Rendering Image Quality Settings (live)"
    },
    {
      "url": "https://dev.epicgames.com/documentation/unreal-engine/rendering-high-quality-frames-with-movie-render-queue-in-unreal-engine",
      "note": "Epic docs: Rendering High Quality Frames with Movie Render Queue (live); Epic docs: Cinematic Rendering Image Quality Settings (live)"
    },
    {
      "url": "https://dev.epicgames.com/documentation/en-us/unreal-engine/movie-render-graph-nodes-in-unreal-engine",
      "note": "Epic docs: Rendering High Quality Frames with Movie Render Queue (live); Epic docs: Cinematic Rendering Image Quality Settings (live)"
    }
  ]
}
```

Evidence claims:
- [sourced_fact] Unreal MRQ guidance uses render and engine warm-up counts (120 each in the guide) to build temporal history before output, supports .wav audio output, and uses temporal samples (sub-frame) for anti-aliasing/motion blur; exact temporal-sampling prose was not re-read by the curator. · locator: Epic docs: Rendering High Quality Frames with Movie Render Queue (live); Epic docs: Cinematic Rendering Image Quality Settings (live) · source: https://dev.epicgames.com/documentation/unreal-engine/cinematic-rendering-image-quality-settings-in-unreal-engine

Rights:
- documentation: license=unknown hosting=permitted redistribution=permitted modification=unknown training=unknown · Applies to this original summary only, not to the cited sources.

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