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Vulkan: Improve SSR roughness quality by taking advantage of TAA when enabled #70526
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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). |
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 |
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. |
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. |
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.
Steps to reproduce
Minimal reproduction project
issue.zip
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