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OpenGL: FXAA antialiasing is not reimplemented yet #69463

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Tracked by #66458
Calinou opened this issue Dec 1, 2022 · 2 comments
Open
Tracked by #66458

OpenGL: FXAA antialiasing is not reimplemented yet #69463

Calinou opened this issue Dec 1, 2022 · 2 comments

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@Calinou
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Calinou commented Dec 1, 2022

Godot version

4.0.beta7

System information

Fedora 36, GL Compatibility, AMD Radeon RX 6900 XT

Issue description

FXAA is missing in 3D rendering in the OpenGL renderer. In comparison, Godot 3.x's GLES3 renderer supports FXAA.

Steps to reproduce

  • Set Screen Space AA to FXAA in the advanced project settings.
  • Run the project.

Minimal reproduction project

demo-fxaa.zip

@clayjohn
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clayjohn commented Dec 5, 2022

We don't have any immediate plans to re-implement FXAA in the OpenGL renderer as we are working to avoid doing any post-processing at all. The post-processing pass required for FXAA can be a killer on mobile devices.

Moving the milestone as this definitely won't be added for 4.0. We can consider adding it in later releases as we expose more performance trade-offs to users (i.e. we could make the post processing pass optional)

@EzraT
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EzraT commented Aug 19, 2024

I suggest adding a warning message when trying to enable FXAA in the Compatibility renderer, for clarity, as long as this isn't implemented.

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