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Vulkan: Full-size GI rendering still results in slightly blurry edges #56792

Closed
Tracked by #55327 ...
Calinou opened this issue Jan 14, 2022 · 1 comment · Fixed by #61070
Closed
Tracked by #55327 ...

Vulkan: Full-size GI rendering still results in slightly blurry edges #56792

Calinou opened this issue Jan 14, 2022 · 1 comment · Fixed by #61070

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@Calinou
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Calinou commented Jan 14, 2022

Related to #54978.

Godot version

4.0.dev (d13c3c9)

System information

Fedora 34, GeForce GTX 1080 (NVIDIA 495.46)

Issue description

Full-size GI rendering still results in slightly blurry edges, despite it being full resolution. This may hint at a misconfiguration of the rendering size or the sampler (should it use nearest-neighbor at full resolution?).

This occurs with both SDFGI and VoxelGI, since they both rely on deferred rendering in master.

Fixing this issue may also improve half-resolution GI appearance slightly, since it will be perfectly aligned on the pixel grid.

Click to view at full size.

2022-01-14_17 52 04

SDFGI edge (blurry)

Most lighting is contributed by SDFGI here, so the edge becomes blurry.
Cropped portion of the above screenshot with 400% nearest-neighbor scaling.

image

Bright edge (sharp)

Most lighting is not contributed by SDFGI here, so the edge remains sharp.
Cropped portion of the above screenshot with 400% nearest-neighbor scaling.

image

Steps to reproduce

  • Add a MeshInstance3D with its global illumination mode set to Baked. The mesh should be a scene where significant large areas are shaded by solid surfaces.
  • Add a DirectionalLight3D node with shadows enabled.
  • Add a WorldEnvironment node with a new Environment resource.
  • Enable SDFGI in the Environment resource.

Minimal reproduction project

test_sdfgi_num_cascades.zip

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