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Memory leaks when playing 3d skeleton animation while TAA or FSR2.2 is enabled #82446

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maidopi-usagi opened this issue Sep 27, 2023 · 2 comments · Fixed by #82451
Closed

Memory leaks when playing 3d skeleton animation while TAA or FSR2.2 is enabled #82446

maidopi-usagi opened this issue Sep 27, 2023 · 2 comments · Fixed by #82451

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@maidopi-usagi
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maidopi-usagi commented Sep 27, 2023

Godot version

4.2.dev5

System information

Windows11 - Godot v4.2.dev5 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3090 527.56 - AMD Ryzen 7950X

Issue description

When anti-aliasing option that needs motion-vector buffer is enabled (TAA or FSR2.2), and then playing skeleton animation through an AnimationPlayer node will lead to memory consumption keeping growing up, which can be inspected on the debugger panel.
And toggle these AA options off, everything goes well.

It seems that this issue has appeared since v4.2.dev4 in my rough tests and compare, and v4.2.dev3 works fine.

I guess maybe related to Add motion vector support for animated surfaces?

And there's some little extra information that might be helpful or not. In my experiment, sometimes randomly switching through [stop] status and animation clips during runtime can temporarily stops memory consumption growing up.
growing_memory

Steps to reproduce

  1. Open MRP.
  2. Run Project.
  3. Toggle checkbutton on top-left to enable or disable TAA.
  4. Look at memory usage displayed in bottom-right.

Minimal reproduction project

SkeletonAnimation.zip

@DarioSamo
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I can take a look at it.

@DarioSamo
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Found the reason, will PR a fix.

DarioSamo added a commit to DarioSamo/godot that referenced this issue Sep 27, 2023
@YeldhamDev YeldhamDev added this to the 4.2 milestone Sep 28, 2023
mandryskowski pushed a commit to mandryskowski/godot that referenced this issue Oct 11, 2023
ProbablyWorks pushed a commit to ProbablyWorks/godot that referenced this issue Oct 22, 2023
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