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Corruption on some UI elements #7944
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Still an issue in 0.10.1 (1c5c947) (also ran |
I re-ran the examples with DX12 and the issue did not appear. It seems like the issue is related to Vulkan. |
How do you hardcode the engine to use DX12? I'm running into the same issue in the mentioned issue. |
When you're adding the default plugins, do this
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I can't reproduce this on AMD+Windows 11 on either bevy 0.10.1 or bevy main (10f5c92).
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With the help of @Elabajaba I installed a bunch of thinks that eventually made it better. But I can't say I understand what the exact fix was. https://github.com/GPUOpen-Drivers/AMDVLK/releases What actually did the trrick in the end was setting the environment variable |
# Objective Fixes #8894 Fixes #7944 ## Solution The UI pipeline's `MultisampleState::count` is set to 1 whereas the `MultisampleState::count` for the camera's ViewTarget is taken from the `Msaa` resource, and corruption occurs when these two values are different. This PR solves the problem by setting `MultisampleState::count` for the UI pipeline to the value from the Msaa resource too. I don't know much about Bevy's rendering internals or graphics hardware, so maybe there is a better solution than this. UI MSAA was probably disabled for a good reason (performance?). ## Changelog * Enabled multisampling for the UI pipeline.
The same issue is happening to me with Bevy 0.11.2 on Windows 11 22H2 with an RX 6700 (non XT), using DX12 fixes it. AdapterInfo { name: "AMD Radeon RX 6700", vendor: 4098, device: 29663, device_type: DiscreteGpu, driver: "", driver_info: "", backend: Vulkan} |
It’s worth trying a minimal reproducible in a newer version of Bevy, migrating to 0.13 fixed my issue. When I was on 0.11, forcing DX12 as a backend worked too |
I misread Bevy's version number, sorry! I'm currently on 0.14.2 and have updated my comment accordingly. |
I see, thank you! Does your issue persist if you force DX12 as a backend? |
Bevy version
v0.10.0 (289fd1d)
Relevant system information
Rust Stable
cargo 1.67.1 (8ecd4f20a 2023-01-10)
What you did
Ran some examples like:
contributors
,blend_modes
orgame_menu
What went wrong
Some UI elements have some sort of texture corruption?
Additional information
In the
contributors
example it's happening all the time and the corruption is flickering/changing every frame.In the
blend_modes
example I have to rotate the camera around to start seeing some corruption and its flickering but without changing the camera angle it does not change.But could not reproduce it in some examples like in
tonemapping
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