-
-
Notifications
You must be signed in to change notification settings - Fork 21.6k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
SSAO graphical issue with glitchy lines #8708
Comments
same here on Intel HD 3000 |
Does someone reproduce this issue on Windows or macOS? |
I can reproduce this on Intel HD Graphics 620 on Windows 10. This happens regardless of the SSAO settings used. This bug also does not happen on NVIDIA graphics on Windows 10. |
Same hardware as Calinou, simple can't reproduce :\ |
The screenshot above doesn't seem to display artifacts related to SSAO, but rather artifacts related to shadow bias being set to a slightly too low value (a mistake on my side while making the demo project).
More recent builds should be much faster, as the OpenGL error spam was fixed on Intel on Windows. |
ssao seems fine in those pics, the scanline effect is indeed due to shadow
bias
…On Fri, Jun 16, 2017 at 4:55 PM, Shockblast ***@***.***> wrote:
The screenshot above doesn't seem to display artifacts related to SSAO,
but rather artifacts related to shadow bias being set to a slightly too low
value (a mistake on my side while making the demo project).
wops! (i try same settings from screenshot adove).
[image: ss]
<https://user-images.githubusercontent.com/5357217/27242532-ac2fa1aa-52ab-11e7-9521-0487a1822396.jpg>
—
You are receiving this because you commented.
Reply to this email directly, view it on GitHub
<#8708 (comment)>,
or mute the thread
<https://github.com/notifications/unsubscribe-auth/AF-Z25oykV6kO3uF1FLSeUG9zT6E1PNWks5sEt2ggaJpZM4NWek0>
.
|
Does that mean the issue is closed? |
I will recheck it today, and post a screenshoot. |
Same problem |
I tested on an Intel 520 and it works fine... wish I had older hardware to
test..
…On Wed, Jul 5, 2017 at 7:02 AM, Fyodor Shchukin ***@***.***> wrote:
Same problem
*OS:* Linux Arch 64
*Video:* Intel HD Graphics 5500
*Godot version:* 3.0 July 4 nightly build
[image: ssao-s]
<https://user-images.githubusercontent.com/11596541/27859670-2be235d6-6182-11e7-9527-67d715e71617.png>
project - ssao-test.zip
<https://github.com/godotengine/godot/files/1124241/ssao-test.zip>
—
You are receiving this because you commented.
Reply to this email directly, view it on GitHub
<#8708 (comment)>,
or mute the thread
<https://github.com/notifications/unsubscribe-auth/AF-Z29X24Rp5bUK7l5DAQlM0gOEVaFT9ks5sK19AgaJpZM4NWek0>
.
|
Arch Linux, HD4000 (Mesa 17.1.4) also getting the scanline effect in Calinou's example project (and in the Material Tester demo) but no other glitches. Increasing the SSAO bias setting indeed reduces or removes the effect, but the bias setting shouldn't be hardware/driver specific, should it? Because some people can run the Material Tester demo without the scanline effect and tweaking the bias setting. @honix Could you please upload your example project? I would like to try if I also get the glitchy lines. [edit] nevermind, i didn't see the link ;) I can also reproduce the red lines from honix' example. I don't have them in the editor, though, but only when actually running the scene. Would be nice to have someone with the same hardware, but an older version of mesa to test this (any Debian users here?) Don't know if this is helpfull, but this is how the SSAo bias setting affects the issue: |
Should be fixed in current master. Could you check that ? |
Are those red clouds of dots expected though? |
I think @honix used these exaggerated ssao settings (and the red color) on purpose in his example project for better visualization of the issue. |
I'm not the expert but I'd say yes. The really low value for the bias may cause that. |
ssao colour was changed here , blur option was turned off(blur has no slider) to have such ssao output |
Hm.. Can't build master or 591a892 to test. Maybe there is some working builds?
|
@honix Run |
@akien-mga fresh It looks good for me. Blur option successfully reduces this noise. I think issue is closed! |
Operating system or device - Godot version:
OS: Linux Arch 64
Video: Intel HD Graphics 5500
Godot version: Godot 3.0 custom self compiled from 6d0568d
Issue description:
SSAO draws glitchy lines.
Camera.Environment
with only ssao enabled. Same in editor and game-mode. There is shot without blur:The text was updated successfully, but these errors were encountered: