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Vulkan Mobile backend: FXAA and debanding have no effect when enabled #55879

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Tracked by #55871
Calinou opened this issue Dec 12, 2021 · 3 comments
Open
Tracked by #55871

Vulkan Mobile backend: FXAA and debanding have no effect when enabled #55879

Calinou opened this issue Dec 12, 2021 · 3 comments

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@Calinou
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Calinou commented Dec 12, 2021

Godot version

4.0.dev (2a9dd65)

System information

Fedora 34, GeForce GTX 1080 (NVIDIA 470.74)

Issue description

When using the Vulkan Mobile backend, FXAA and debanding have no effect when enabled in the Project Settings. These should logically be supported, since the Vulkan Mobile backend uses HDR rendering (which allows for debanding to work). FXAA is also supported on any GLES 2.0-class hardware, which includes any hardware that supports Vulkan.

Vulkan Clustered backend

2021-12-12_22 30 46

Vulkan Mobile backend

2021-12-12_22 30 31

Steps to reproduce

  • Add a MeshInstance3D node.
  • Set Screen Space Aa to FXAA in the Project Settings. Notice how the mesh's edges appear smoothed out.
  • Switch to Vulkan Mobile backend in the project settings (search for back end).
    • Note: The MRP linked below already uses the Vulkan Mobile backend by default.
  • Notice that the mesh's edges are no longer smoothed out.

Minimal reproduction project

test_vulkan_clustered_vs_mobile_fxaa_debanding.zip

@Calinou Calinou added this to the 4.0 milestone Dec 12, 2021
@Calinou Calinou changed the title Vulkan Mobile Backend: FXAA and debanding have no effect when enabled Vulkan Mobile backend: FXAA and debanding have no effect when enabled Dec 12, 2021
@mrjustaguy
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mrjustaguy commented Jan 10, 2022

Hm, FXAA seems to work when Scaling is not set to 1.0 in Scaling 3d. Works for Debanding too, however it seems the Mobile renderer suffers from something else that's causing issues that Debanding isn't fixing, probably due to lower percision used somewhere

@Calinou
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Calinou commented Apr 10, 2022

As of 83d2673, FXAA on Vulkan Mobile still doesn't work on the MRP linked above, but it works on a brand new project:

image

Debanding is still not effective in the Vulkan Mobile backend as said above, likely due to the precision used being too low. godotengine/godot-proposals#4193 could address this.

Testing project: test_fxaa_vulkan_mobile.zip


Hm, FXAA seems to work when Scaling is not set to 1.0 in Scaling 3d. Works for Debanding too, however it seems the Mobile renderer suffers from something else that's causing issues that Debanding isn't fixing, probably due to lower percision used somewhere

The above MRP uses the default 3D scaling options:

image

@EzraT
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EzraT commented Mar 27, 2024

I can confirm this issue is still present in v4.3.dev5.official [c9c17d6].

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