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Compatibility mode breaks HDR on windows in exclusive fullscreen mode #98453
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This is a critical issue for us, because it affects many thousands of (dome keeper) players. |
I don't remember being able to reproduce this here, on Godot or any other OpenGL app that uses exclusive fullscreen. I have HDR enabled at all times as well as RTX HDR enabled. PC specifications
Can you ask players to try setting the OpenGL/Vulkan present mode to Prefer layered over DXGI swapchain on the Dome Keeper executable in the NVIDIA Control Panel? Also, can you ask players the following information:
Knowing this information should make it easier to troubleshoot this. Edit: @bruvzg mentioned that forcing DXGI swapchain resolves the issue on their end. There's a linked PR you can try out: #94503 If the PR resolves the issue, then implementing godotengine/godot-proposals#10242 will likely resolve this bug for everyone (or all NVIDIA users at least). |
Hey @Calinou ! Here are my system specs:
I will try building the PR, unfortunately the build artifacts are already gone 🙈 |
Some info from my testing: Tested on Windows 11 (22631.4317) / RTX 2070 SUPER
Auto HDR is a Windows 11 feature, this setting seems to have no effect on the issue. No idea what's RTX HDR (probably not supported on 20xx series). |
You may also force the use of ANGLE to work around the issue. |
Can you give me some more details on you suggestion? I honestly have no clue what you mean. |
Run the project with If you are using a custom build, check this part of build guide - Compiling with ANGLE support, there are some extra build flags and external libraries required. In case of Godot, we use ANGLE as OpenGL over D3D11 emulation, intended for old GPU with low quality OpenGL support (most of the older Intel integrated GPUs). It will use DXIL swapchain as well, but since it's emulation layer it's usually significantly slower than native OpenGL. |
Thank you for the details! If it is significantly slower, it's not an option as the default for us. Many players are already having performance problems since we switched to Godot 4. I will try it out tho. |
@ReneHabermann For any Dome Keeper players on Windows 11 with NVIDIA and HDR, you may want to recommend to your players that they change this setting as a matter of course. Not only does it fix (work around?) the issue, layering on the DXGI swap chain also means Windows 11 is now able to use its built-in Auto HDR on the game. Auto HDR can be hit-and-miss, but to my eye, the results in Dome Keeper are beautiful. |
Tested versions
Reproducable in:
System information
Godot v4.3.stable - Windows 10.0.19045 - GLES3 (Compatibility) - NVIDIA GeForce RTX 4080 (NVIDIA; 32.0.15.6094) - AMD Ryzen 7 3700X 8-Core Processor (16 Threads)
Issue description
When an Compatibility application is switched do exclusive fullscreen and exited afterwards, Windows HDR will look washed out and is "broken" until it is switched off and on again in the Windows settings.
Steps to reproduce
Minimal reproduction project (MRP)
HDR.zip
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