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Vulkan: Normal buffer view broken when using MSAA on NVIDIA GPUs #62955

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WrobotGames opened this issue Jul 12, 2022 · 4 comments · Fixed by #91808
Closed

Vulkan: Normal buffer view broken when using MSAA on NVIDIA GPUs #62955

WrobotGames opened this issue Jul 12, 2022 · 4 comments · Fixed by #91808

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@WrobotGames
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Godot version

v4.0.alpha11.official [afdae67]

System information

Windows 11, Vulkan Desktop, GTX1060 with 516.59 studio drivers

Issue description

Normal buffer view breaks when enabling MSAA.

Images:
Normal buffer without MSAA
image
Normal buffer with 2x MSAA
image

Steps to reproduce

  1. Add any mesh to 3D scene
  2. Check normal buffer (Click perspective -> Display advanced -> normal buffer)
  3. Enable MSAA (2x, 4x or 8x doesn't matter)
  4. Check normal buffer

Minimal reproduction project

No response

@Calinou Calinou added this to the 4.0 milestone Jul 12, 2022
@Calinou Calinou changed the title Normal buffer view broken when using MSAA Vulkan: Normal buffer view broken when using MSAA Jul 12, 2022
@WrobotGames
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Closed issue, problem is gone in (not specifically) Godot 4.0 beta 16.

@WrobotGames
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The issue still persists, but only on NVIDIA cards. Since I opened this issue I have switched to AMD, so this should have been closed.

@WrobotGames WrobotGames reopened this Feb 11, 2023
@Calinou
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Calinou commented Feb 11, 2023

I can confirm this on 4.0.rc 493e932 (Linux, GeForce RTX 4090 with NVIDIA 525.85.05):

No MSAA 2× MSAA 2× MSAA (second try) 4× MSAA 8× MSAA
Screenshot_20230211_172830 Screenshot_20230211_172836 Screenshot_20230211_172855 Screenshot_20230211_172840 Screenshot_20230211_172844

MSAA artifacts on the right side aren't always identical – I tried to go back to disabling MSAA and setting 2× MSAA again, and the artifacts that appeared on the right were different.

In comparison, enabling TAA, FXAA and debanding doesn't have any effect on the normal buffer (as expected).

@Calinou Calinou changed the title Vulkan: Normal buffer view broken when using MSAA Vulkan: Normal buffer view broken when using MSAA on NVIDIA GPUs Feb 11, 2023
@clayjohn clayjohn modified the milestones: 4.0, 4.x Feb 23, 2023
@conradax
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conradax commented Apr 14, 2023

Got same problem on Godot 4.0.2.stable.official 7a0977c
(Windows 10 22H2 19045.2728, GTX 1660 SUPER with driver 527.56)

edit: seems the data in normal buffer is actually correct, maybe it's just something went wrong when editor tries to draw it.
I tried to use RenderDoc, I saw a correct normal texture in some buffer.
Also, I have an outline shader which performs sobel operator on normal texture, it's working flawlessly

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5 participants