-
-
Notifications
You must be signed in to change notification settings - Fork 21.5k
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: Volumetric fog without visible FogVolume nodes does not make the editor redraw until it has fully converged #62794
Comments
Related to #54892. This needs to be fixed in the same way, by forcing redrawing for a certain amount of frames whenever a volumetric fog parameter is changed or when a viewport is resized. The number of frames that need to be redrawn depends on the temporal reprojection amount chosen. With the default temporal reprojection amount of 0.9, you can reasonably assume that fog will be mostly fully converged after 44 frames drawn (0.9 multiplied by 0.9 44 times <= 0.01). Alternatively, temporal reprojection could be always disabled in the editor, but this will worsen volumetric fog quality in the editor. This is effectively the opposite issue as #54893, but it happens only when you have no visible FogVolume nodes in the scene. |
Yes, #62796 is due to the same cause as this issue, so I'll close it as a duplicate. You can work this around by enabling Update Continuously in the editor settings, but this will increase CPU/GPU usage. If you enable Show Update Spinner, you can toggle this by clicking the spinner. |
@Calinou I took a shot at this issue. Would this be the expected output? At the moment this fix is for viewport resize. Volume.Fog.mp4 |
@Mantle-Core Looks good, but make sure the editor isn't redrawing constantly for no reason after fog is updated. Enable Show Update Spinner in the Editor Settings and look at the top-right corner of the editor. The spinner should stop spinning when fog has fully converged. To avoid flashes when resizing the viewport, a different solution is needed: #63739 |
The spinner stops after fully converging. I implemented it to force a redraw for N frames based on the Temporal Reprojection Amount. Afterwards, it stops redrawing. |
Issue: godotengine#62794 This fix calculates the number of frames needed, based on the temporal reprojection amount, to redraw until the volumetric fog fully converges.
Godot version
4.0 Alpha11
System information
Win Nvidea 765M
Issue description
I have also seen this in previous 4.0 versions, but I can't really reproduce reliably:
volumetric_fog_apha11_01.mp4
Steps to reproduce
Minimal reproduction project
volumetric_fog_cam_preview_bug.zip
The text was updated successfully, but these errors were encountered: