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@anisunity anisunity commented Feb 2, 2021

This PR solves partially the issue (the rest of the issue is solved by this PR) #3039 This discards the history of the intersected occluder is moving.
https://fogbugz.unity3d.com/f/cases/resolve/1303418/

Testing status
Tried the repro shared by the QA, doesn't repro anymore.
DXR tests are green locally.

@sebastienlagarde
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@anisunity does it need to be backported?

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@remi-chapelain remi-chapelain left a comment

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I have the same type of remarks than the RT shadows threshold thing.

6fa36c4609a8c90824fd7875f39ab25f

At very low velocity, nothing has changed. ✔️
At high velocity, history is discarded and we don't get severe ghosting with RTAO. ✔️
At low velocity however, this is where you hit the velocity threshold and if you are right around it, it will flicker back and forth between discarding history and not and each time you can see a "jump".
I'm not sure there's a real solution here apart from having another parameter like in the TAA that would be a speed rejection threshold of some sort.
Just wanted to point that it can be a trade off in some specific situation.

Comparison at high velocities
47a6953071df1443d81127445a3a5730 (1)

BEFORE THE PR
ezgif-3-f8fbe14254b3

AFTER THE PR
ezgif-3-f8310b70c1cc

BEFORE THE PR
7e45cf0335d16e3387bf47cf86bee310

AFTER THE PR
ezgif-3-a212405fcf2b

@remi-chapelain remi-chapelain self-requested a review February 3, 2021 11:09
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Approving, since I believe this is still an improvement.

@sebastienlagarde sebastienlagarde marked this pull request as ready for review February 3, 2021 19:13
@sebastienlagarde sebastienlagarde merged commit c458558 into master Feb 5, 2021
@sebastienlagarde sebastienlagarde deleted the HDRP/fix-1303418 branch February 5, 2021 17:28
sebastienlagarde pushed a commit that referenced this pull request Mar 3, 2021
sebastienlagarde added a commit that referenced this pull request Mar 3, 2021
* Fix a flickering issue related to moving shadow receivers (case 1302392) and a refactoring to avoid computing the same value for every effect. #3039

* The RTAO's history is now discarded if the occlusion caster was moving (case 1303418). #3343

* Update CHANGELOG.md

* Add new API to CachedShadowManager and fix WouldFitInAtlas #3387

* Added master stack documentation for HDRP (#3388)

* Added landing page and context/blocks overview page

* Added vertex context page and snippets

* Added the fragment context page and supporting snippets

* Added the decal master stack and the contexts intro

* Updated toc

* Added vertex context doc

* Update TableOfContents.md

* Added unlit doc

* Added lit master stack doc

* Added eye master stack doc

* Added fabric master stack

* added hair master stack

* Added stacklit master stack

* Added snippets to support shader stack work

* Fixed some formatting bugs

* Removed old links

* Updated links

* formatting

Co-authored-by: Lewis Jordan <lewisjordan@unity3d.com>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix Sub-shadow rendering with cached shadows + Fix PCSS filtering issues on first frame or cached shadows #3396

* Reset ambient probe upon switching to very different skies bis #3423

* HDRP Graphic Test Fixes for Metal (#3408)

* Fixed the metal pipeline creation error message and updated several gfx test images.

* Rearranged LightData definition to workaround area lights not rendering issue on Intel GPUs on Catalina

* Updated 2501 reference image for Metal with the area light fix

* Updated 1550 and 2010 on Metal as previous were incorrect due to area light issue

Co-authored-by: Jeannette Yu <jeannette.yu@unity3d.com>

* Custom Pass error message fix (#3424)

Typo in DrawRenderersCustomPass error message. Fixed a few other typos in this section too :D

* Add Unity version to what's new 11 (#3432)

* Update whats-new-11.md

* Updated the table of contents

* Shader abstraction cleanup #3443

* Some leftover caused by master merge (#3456)

* Fix multiple any hit occuring on transparent objects (case 1294927). #3471

* Colored Shadows update (#3486)

* Colored Shadows update

Included new information in the Color Shadow property description to tell the user that the Material's  Refraction Model has to be set to Thin, Box or Sphere for it to work.

* Fixed typo

Removed the "the" :D

* Revert "Fix multiple any hit occuring on transparent objects (case 1294927). #3471"

This reverts commit 0587177.

* Update 1219_Lit_Light_on_Tesselation.png

Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com>
Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>
Co-authored-by: Lewis Jordan <lewisjordan@unity3d.com>
Co-authored-by: Brandon Fogerty <34072588+brandon-unity3d@users.noreply.github.com>
Co-authored-by: Jeannette Yu <jeannette.yu@unity3d.com>
Co-authored-by: Vic Cooper <63712500+Vic-Cooper@users.noreply.github.com>
Co-authored-by: robinb-u3d <robinb-u3d@users.noreply.github.com>
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3 participants