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Screen-reading shaders, SSAO, SSR and depth of field cause artifacts on NVIDIA + Chromium-based browser (GLES3) #45532
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What browser did you test? Could you post screenshots of when it looks bad? Tested locally on Mageia 8 with Firefox Nightly 87.0a1 (2021-01-27) and Chrome 88.0.4324.96 and it seems to work fine with the project. Might be an issue with the browser, or with Nvidia drivers. |
oh actually it's a CHROMIUM issue ... I just checked on Firefox and it seems to work fine Edit: reproducible on MS Edge and Google Chrome |
I can't reproduce this issue in Chrome version 88.0.4324.104 (Official Build) (64-bit) as shown in my screen recording below: 2021-02-01.16-24-50.mp4I can't reproduce this issue in Edge version 88.0.705.56 (Official build) (64-bit) either as shown in my screen recording below: 2021-02-01.16-26-05.mp4I'm on:
The reproduction project is exported on Godot 3.2.4 rc1. |
I guess we need someone with Nvidia graphics card to test it on a Chromium based browser, |
OS: Fedora 33 I can confirm this on 3.2.4 beta: Console output from Chromium: Firefox doesn't output any errors or warnings. Pre-exported MRP: StarWars.zip (make sure to host a local web server to access it) |
Can reproduce with simple reproduction project: render-bug-reproduction.zip (3.3.3 regular HTML5 export, GLES3) Seems to happen when SSAO and DOF far blur is enabled in the WorldEnvironment. Windows 10 Windows 10 |
I can't reproduce this. Results like akien-mga. Godot v3.5.rc5.official [ae60597], Linux, Radeon RX 560 Series, Chrome Version 102.0.5005.115 (Official Build) (64-bit), Firefox 102.0 (64-bit). Only issue it's smooth on Firefox but like 1 FPS or less on Chrome. Also some issue with SSAO but I guess it's a separate issue. |
This also happens with DOF Near blur and DOF Far blur |
This is already mentioned in the issue title ("depth of field") 🙂 |
Godot version:3.2.4.rc.1
OS/device including version:Linux 5.4.89-1-MANJARO x86_64 - GNU/Linux
GPU: GTX1070, Nvidia driver 460.32.03, GLES3
(CHROMIUM Browser) -edited
Issue description:
Very weird artifacts when running motion blur shader in HTML5
Errors in chromium :
GL_INVALID_OPERATION: It is undefined behaviour to have a used but unbound uniform buffer.
GL_INVALID_FRAMEBUFFER_OPERATION: Draw framebuffer is incomplete
GL_INVALID_OPERATION: Feedback loop formed between Framebuffer and active Texture. https://t.co/3qN23FMBzL
Steps to reproduce:
Minimal reproduction project:
DEPTH FAIL.zip
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