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Screen-space reflections won't show on skinned meshes unless FSR 2.2 is enabled #95388
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FSR 1.0 is not an antialiasing method; it only performs upscaling. It should be combined with another antialiasing method for best results (typically TAA). |
Whoops, my bad. The point I was trying to make is that only FSR 2 makes SSR appear on skinned meshes, and not FSR 1 nor TAA nor anything else. I guess I wrote "antialiasing method" because this was the first term I came up with. Thanks for the correction! |
I can confirm the issue with the MRP, and the regression seems to have been introduced in 4.3.dev2. If someone wants to bisect the regression, that would be between 4.3.dev1 (9d1cbab) and 4.3.dev2 (3524346). |
I can confirm this on 4.3.rc 33fe10c (Linux, GeForce RTX 4090 with NVIDIA 555.58.02). I bisected the regression to 43cf21c. cc @clayjohn This error is printed when SSR fails to render:
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Testing a fix now. I think we are using the raw roughness in a place where we should use the transformed roughness. godot/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl Line 240 in 39fc116
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Moving to 4.4 since we are so close to the release of 4.3. The fix can easily be cherry picked for 4.3.1, so it will only be a short delay |
Tested versions
System information
Godot v4.3.rc3.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 970M (NVIDIA; 32.0.15.5599) - Intel(R) Core(TM) i7-6700HQ CPU @ 2.60GHz (8 Threads)
Issue description
As the title implies, screen-space relfections will show on skinned meshes only if FSR 2 is enabled.
Skinned meshes will still cast reflections to other objects without FSR 2, only reflections on the skinned mesh itself are broken.
Other antialiasing methods, like TAA, FXAA or FSR 1, won't affect the issue whatsoever.
Steps to reproduce
Minimal reproduction project (MRP)
ssr_skinning_MRP.zip
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