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Vulkan: Improve SSR roughness quality by taking advantage of TAA when enabled #70526

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Cesio137 opened this issue Dec 24, 2022 · 5 comments
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@Cesio137
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Cesio137 commented Dec 24, 2022

Godot version

4.0 beta 10

System information

Windows 10

Issue description

roughness doesn't seem to be working properly, it looks more like adding a blur on top of the reflection.

image

Steps to reproduce

  1. Add a world enviroment and enable SSR.
  2. Create material(both standart/visual shader) e set values for roughness then apply to a object.

Minimal reproduction project

issue.zip

@Calinou
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Calinou commented Dec 24, 2022

This is the expected look of the SSR roughness implementation. You can increase its quality in the advanced project settings at the cost of performance.

Anything that looks better is too expensive to do in real-time without taking advantage of TAA (which is not mandatory in Godot).

@Calinou Calinou changed the title Issue with roughness material. Godot 4 beta 10 Improve SSR roughness quality by taking advantage of TAA when enabled Dec 24, 2022
@Calinou Calinou changed the title Improve SSR roughness quality by taking advantage of TAA when enabled Vulkan: Improve SSR roughness quality by taking advantage of TAA when enabled Dec 24, 2022
@Calinou Calinou added this to the 4.x milestone Dec 24, 2022
@clayjohn
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Anything that looks better is too expensive to do in real-time without taking advantage of TAA (which is not mandatory in Godot).

I wouldn't say that. We have plans to improve the appearance of SSR but we just don't have time to make the changes before we release 4.0

@unfa
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unfa commented Jan 13, 2023

Maybe it'd be good to have a roughness limiter for SSR because the higher the roughness, the worse it gets:
#67245
It seems like only the lowest quality (no roughness) gives acceptable results, because at least it doesn't produce these very distracting artifacts.

@Calinou
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Calinou commented Jan 13, 2023

Maybe it'd be good to have a roughness limiter for SSR because the higher the roughness, the worse it gets:

There's already a SSR roughness limiter in place since #56804 was merged.

@unfa
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unfa commented Jan 13, 2023

Hmm. Isn't that disabling SSR on fragments with roughness above a certain threshold?

What I thought about was scaling down the roughness that SSR considers so stil have some of it, but to prevent it from going too high, exaggerating the artifacts. And then with higher roughness just fade SSR out (as you cut it off at some point to avoid processing it for very rough surfaces that don't really benefit from it that much.

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