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FSR 2.2 causes some shaders to glitch with 3d scaling below 1.0 #83152

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noidexe opened this issue Oct 11, 2023 · 2 comments · Fixed by #83192
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FSR 2.2 causes some shaders to glitch with 3d scaling below 1.0 #83152

noidexe opened this issue Oct 11, 2023 · 2 comments · Fixed by #83192

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@noidexe
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noidexe commented Oct 11, 2023

Godot version

v4.2.dev6.official [57a6813]

System information

Godot v4.2.dev6 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 SUPER (NVIDIA; 31.0.15.3742) - AMD FX(tm)-8350 Eight-Core Processor (8 Threads)

Issue description

When using FSR 2.2 if the scaling is set below 1.0 it causes very noticeable glitches in some shaders

image

Steps to reproduce

  • run the MRP
  • use the slider to change Viewort.scaling_3d_scale below 1.0

Minimal reproduction project

FSR2 Shader Bug MRP.zip

@DarioSamo
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Commenting as I will investigate this.

@DarioSamo
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Got a fix, will push a PR later.
image

DarioSamo added a commit to DarioSamo/godot that referenced this issue Oct 17, 2023
…er is in use.

Fixes issue godotengine#83152. Due to how BLUR_0 is reused for multiple purposes and requires being at native resolution for some post-processing effects to work, FSR2 will use an alternate texture at internal size to use as the screen texture read by shaders instead. The rendering pipeline will prefer using this texture if it exists.
ProbablyWorks pushed a commit to ProbablyWorks/godot that referenced this issue Oct 22, 2023
…er is in use.

Fixes issue godotengine#83152. Due to how BLUR_0 is reused for multiple purposes and requires being at native resolution for some post-processing effects to work, FSR2 will use an alternate texture at internal size to use as the screen texture read by shaders instead. The rendering pipeline will prefer using this texture if it exists.
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4 participants