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4.0.dev (fe6c65a)
Still reproducible as of 4.0.dev (ce6de71)
System information
Fedora 34, GeForce GTX 1080 (NVIDIA 470.74)
Issue description
The glow effect's size is resolution-dependent. This means the glow effect will appear to be larger as the rendering resolution decreases.
This means the rendering will change in unintended ways depending on the user's monitor resolution. Also, if we implement dynamic resolution scaling and FSR in the future, we need to make sure every effect is as a resolution-independent as possible.
glow-resolution-dependent.mp4
Steps to reproduce
Enable Glow in WorldEnvironment.
Create a MeshInstance with a SphereMesh.
Add a StandardMaterial3D on the SphereMesh, with a bright albedo and/or emission value (to make glow kick in).
Decrease the 3D resolution scale factor at run-time using get_viewport().scale_3d -= 0.1.
Calinou
changed the title
Vulkan: Glow effect's size is resolution-dependent
Vulkan: WorldEnvironment Glow effect's size is resolution-dependent
Nov 2, 2021
I managed to ameliorate the issue a bit by sliding the glow levels around.
The results are okay if the scaling is a power of 2 (0.5, 2, ...) but kind of iffy in-between.
Also, it doesn't work that well if the user uses the outer glow levels.
Also, I used a hardcoded reference resolution of 1920x1080.
demo-.6.mp4
The depth of field effect is stable throughout the scaling range though, so maybe it is possible to reimplement the glow shader in a similar fashion.
Anyway, I pushed the changes to a branch if anybody wants to have a look.
Related to #56911.
Godot version
4.0.dev (fe6c65a)
Still reproducible as of 4.0.dev (ce6de71)
System information
Fedora 34, GeForce GTX 1080 (NVIDIA 470.74)
Issue description
The glow effect's size is resolution-dependent. This means the glow effect will appear to be larger as the rendering resolution decreases.
This means the rendering will change in unintended ways depending on the user's monitor resolution. Also, if we implement dynamic resolution scaling and FSR in the future, we need to make sure every effect is as a resolution-independent as possible.
glow-resolution-dependent.mp4
Steps to reproduce
get_viewport().scale_3d -= 0.1
.Minimal reproduction project
https://github.com/Calinou/test_fxaa_supersample_master
Press the Up / Down arrow keys to adjust the 3D rendering scale. When doing so, watch the glow effect on the floor become larger as the resolution decreases.
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