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Enabling SDFGI for the first time causes artefacts due to corrupted textures #77427

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josefkaragoli opened this issue May 24, 2023 · 1 comment · Fixed by #80889
Closed

Enabling SDFGI for the first time causes artefacts due to corrupted textures #77427

josefkaragoli opened this issue May 24, 2023 · 1 comment · Fixed by #80889

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@josefkaragoli
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josefkaragoli commented May 24, 2023

Godot version

v4.0.3.stable.official

System information

Windows 10, Vulkan (Forward+), GTX 1060

Issue description

When turning on SDFGI for the first time, you will see highly bright lights or sometimes random colours. Sometimes it does not happen and seems to be very random.

issue.mp4

I used Renderdoc, and I may have found the issue, though I have very little idea how to actually use this. I found 5 textures that were corrupted and all look like this:
image

they are all labelled as VoxelGI though I think this is some mistake as my scene doesn't use voxelgi. Regardless, these textures seem to be the cause of the strange artefacts, because the issue seems to go away after some frames, and the textures return to normal.

these textures are:
lightprobe_history_texture
lightprobe_average_texture
lightprobe_history_scroll_texture
lightprobe_average_scroll_texture
lightprobe_average_parent_texture

Steps to reproduce

Enable SDFGI for the first time in a scene, and you may see how the colours start off extremely bright and random, then slowly calm down to form a normal image.

Minimal reproduction project

N/A

@Calinou
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Calinou commented May 24, 2023

I can confirm this on 4.0.2.stable (Linux, GeForce RTX 4090 with NVIDIA 530.41.03).

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3 participants