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Heavy artifacting with GPUParticles3D trails #70546
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This is still an issue. I ended up having the wait a physics frames before making the particle systems visible. Here is a code snippet from my effect class that shows how I ended up getting around it. I'd try to fix the source code, but I don't even know how to begin searching the Godot repo for the relevant files. It seems like the most straightforward fix would just be make all gpu particle systems preprocess 1 physics frame. CPUParticles3D do not have this issue and that's why those are also used in my effects. func fire():
for oneshot_system in oneshot_systems_cpu:
oneshot_system.visible = true
oneshot_system.restart()
oneshot_system.emitting = true
for oneshot_system in oneshot_systems_gpu:
oneshot_system.restart()
oneshot_system.emitting = true
frame_delay = true
var frame_delay = false
var second_frame_delay = false
func _physics_process(delta):
if frame_delay and second_frame_delay:
frame_delay = false
second_frame_delay = false
for oneshot_system in oneshot_systems_gpu:
oneshot_system.visible = true
if frame_delay:
second_frame_delay = true |
@nathanjf what version of the engine are you using? |
4.1 stable mono |
@nathanjf can you test with 4.1.1? I made a PR that helps with similar artifacts |
I tried to reproduce this. While I am on Linux/AMD card, I was able to reproduce the original issue with 4.0.4 stable. But I am unable to reproduce on v4.4.dev.custom_build [4254946]. 2024-09-23_22-51-12.mp4The MRP linked above did require a few changes in order for it to run. There was an issue with the modification stack on skeleton3d and with NavigationAgent3D. Though, I made the same changes in the old vs new so I don't think if affected the result. |
Closing per @tdaven's comment. |
Godot version
4.0.beta10.official
System information
Windows 11 22H2, GTX 1650 Mobile, NVIDIA Driver 527.56, Vulkan
Issue description
Heavy artifacting when GPUParticles3D trails are used.
I initially thought this to be a duplicate of #56691/#59072/#65443 but after using beta 10 which already had #70418 merged, I thought I'd submit a separate bug report for posterity.
2022-12-24.14-52-13.mp4
Steps to reproduce
In the minimal reproduction project, simply shoot the robots one after the other as quickly as possible.
Minimal reproduction project
GPUFlickering.zip
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