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SSIL rendering issue on Intel IGP on Windows #92866
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Old Intel IGP drivers have been unsupported for years, so it's unlikely we'll be able to fix the issue. Not to mention these IGPs are too slow to use SSIL with playable framerate anyway. Running SSAO smoothly is already challenging on those IGPs 🙂 I would probably just look at detecting the GPU model name and disabling SSIL if the model name matches a list of GPUs with known issues. This is only required on Windows, as Linux uses Mesa graphics drivers which probably work fine here (even if they'll be slow in this particular case).
Editor camera FOV is set on a per-scene basis but is not stored in version control. It's stored somewhere in the |
Tested versions
4.3beta1
System information
Tested on 2 Configs
Issue description
On Godot v4.3.beta1 - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 (NVIDIA; 31.0.15.4626) - Intel(R) Core(TM) i7-10750H CPU @ 2.60GHz (12 Threads):
On Godot v4.3.beta1 - Windows 10.0.19045 - Vulkan (Forward+) - integrated Intel(R) UHD Graphics 620 (Intel Corporation; 31.0.101.2111) - Intel(R) Core(TM) i5-8250U CPU @ 1.60GHz (8 Threads):
Steps to reproduce
You can find the project below.
But in terms of replicating the issue, might be worth trying on NVIDIA vs Intel UHD Graphics?
Also I noticed that the editor camera was not set to VFOV = 10 deg when importing the project to another machine. It does affect the SSIL but does not explain the whole issue.
Minimal reproduction project (MRP)
Project link: https://github.com/Nodragem/twin-stick-shooter-starter-kit
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