Skip to content
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

Vulkan: SDFGI and the use of an Orthogonal Camera generates some artifacts on screen #60522

Open
Tracked by #55327
hidemat opened this issue Apr 26, 2022 · 7 comments
Open
Tracked by #55327

Comments

@hidemat
Copy link

hidemat commented Apr 26, 2022


Bugsquad note: This issue has been confirmed several times already. No need to confirm it further.


Godot version

Godot 4 alpha 6

System information

Windows 10 NVIDIA GeForce GTX 1050

Issue description

When I enable both SDFGI and an Orthogonal Camera, I don't immediately get artifacts on screen, but they appear with time. The following image shows subtle lines where there should be a smooth color:

image

Steps to reproduce

Enable both SDFGI and an Orthogonal Camera, the artifacts appear after some time.

Minimal reproduction project

orthogonal_bug.zip

@Calinou
Copy link
Member

Calinou commented Apr 26, 2022

This looks like different SDFGI cascade splits having slightly different brightness due to bounce lighting behaving differently depending on the cell size.

@Calinou Calinou changed the title SDFGI and the use of an Orthogonal Camera generates some artifacts on screen. Vulkan: SDFGI and the use of an Orthogonal Camera generates some artifacts on screen Apr 26, 2022
@reduz
Copy link
Member

reduz commented Apr 27, 2022

I have the feeling SDGI should simply not work in orthogonal mode, or at least I have no idea how it could be made to work.

@hidemat
Copy link
Author

hidemat commented Apr 28, 2022

I realize I have no idea what I'm talking about here, but maybe my idea will spark some other ideas?

It occurs to me that maybe the SDFGI grid could align with the orthogonal camera's normal.

Again, I have no idea how it works.

@Calinou
Copy link
Member

Calinou commented Apr 28, 2022

I can confirm this on 4.0.alpha 22aab5f64 (Linux, NVIDIA 510.60.02).

Perspective editor camera

Looks correct.

simplescreenrecorder-2022-04-28_16.27.48.mp4

Orthogonal editor camera

No GI at all appears.

simplescreenrecorder-2022-04-28_16.28.08.mp4

Orthogonal Camera3D preview

Wrong GI appears. Tweaking Zfar/Znear/Size doesn't help.

Note: If Update Continuously is disabled in the Editor Settings, you may see not GI at all if you were previously using the editor's orthogonal camera.

simplescreenrecorder-2022-04-28_16.28.59.mp4

@Calinou
Copy link
Member

Calinou commented Dec 8, 2022

I can still reproduce this as of 4.0.beta7 (Linux, AMD Radeon RX 6900 XT with RADV). This also occurs with VoxelGI.

@tlitookilakin
Copy link

Still reproducible in 4.2.1 stable.
Turning on probe visualization, the probes appear to project correctly.
Turning on cascade visualization, the cascades seem to be mostly correct but enormously inflated. Seems to be about 6-8x maybe?

@Kukuschi
Copy link

Kukuschi commented May 1, 2024

Still reproducible in 4.2.1 stable.

Same in 4.3 dev snapshot 5

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

7 participants