Godot: SSAO graphical issue with glitchy lines

Created on 10 May 2017  Â·  22Comments  Â·  Source: godotengine/godot

Operating system or device - Godot version:
OS: Linux Arch 64
Video: Intel HD Graphics 5500
Godot version: Godot 3.0 custom self compiled from 6d0568d

Issue description:
SSAO draws glitchy lines. Camera.Environment with only ssao enabled. Same in editor and game-mode. There is shot without blur:

godot-ssao

bug confirmed rendering

Most helpful comment

@akien-mga fresh git clone do the job.

ssao-fixed
@ Intel HD Graphics 5500

It looks good for me. Blur option successfully reduces this noise.

I think issue is closed!

All 22 comments

same here on Intel HD 3000

Does someone reproduce this issue on Windows or macOS?

I can reproduce this on Intel HD Graphics 620 on Windows 10.

Example project

This happens regardless of the SSAO settings used. This bug also does not happen on NVIDIA graphics on Windows 10.

Same hardware as Calinou, simple can't reproduce :\

Notebook HP 340 g1 (Intel Graphics HD 4400) can reproduce
ss

PD: Godot alpha Unofficial Build 13 June in general is extreme slow in notebook (3 FPS approx)

The screenshot above doesn't seem to display artifacts related to SSAO, but rather artifacts related to shadow bias being set to a slightly too low value (a mistake on my side while making the demo project).

PD: Godot alpha Unofficial Build 13 June in general is extreme slow in notebook (3 FPS approx)

More recent builds should be much faster, as the OpenGL error spam was fixed on Intel on Windows.

The screenshot above doesn't seem to display artifacts related to SSAO, but rather artifacts related to shadow bias being set to a slightly too low value (a mistake on my side while making the demo project).

wops! (i try same settings from screenshot adove).
ss

ssao seems fine in those pics, the scanline effect is indeed due to shadow
bias

On Fri, Jun 16, 2017 at 4:55 PM, Shockblast notifications@github.com
wrote:

The screenshot above doesn't seem to display artifacts related to SSAO,
but rather artifacts related to shadow bias being set to a slightly too low
value (a mistake on my side while making the demo project).

wops! (i try same settings from screenshot adove).
[image: ss]
https://user-images.githubusercontent.com/5357217/27242532-ac2fa1aa-52ab-11e7-9521-0487a1822396.jpg

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Does that mean the issue is closed?

I will recheck it today, and post a screenshoot.

Same problem
OS: Linux Arch 64
Video: Intel HD Graphics 5500
Godot version: 3.0 July 4 nightly build
ssao-s
project - ssao-test.zip

I tested on an Intel 520 and it works fine... wish I had older hardware to
test..

On Wed, Jul 5, 2017 at 7:02 AM, Fyodor Shchukin notifications@github.com
wrote:

Same problem
OS: Linux Arch 64
Video: Intel HD Graphics 5500
Godot version: 3.0 July 4 nightly build
[image: ssao-s]
https://user-images.githubusercontent.com/11596541/27859670-2be235d6-6182-11e7-9527-67d715e71617.png
project - ssao-test.zip
https://github.com/godotengine/godot/files/1124241/ssao-test.zip

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Arch Linux, HD4000 (Mesa 17.1.4) also getting the scanline effect in Calinou's example project (and in the Material Tester demo) but no other glitches. Increasing the SSAO bias setting indeed reduces or removes the effect, but the bias setting shouldn't be hardware/driver specific, should it? Because some people can run the Material Tester demo without the scanline effect and tweaking the bias setting.

@honix Could you please upload your example project? I would like to try if I also get the glitchy lines.

[edit] nevermind, i didn't see the link ;)
[edit2]

I can also reproduce the red lines from honix' example. I don't have them in the editor, though, but only when actually running the scene. Would be nice to have someone with the same hardware, but an older version of mesa to test this (any Debian users here?)

Don't know if this is helpfull, but this is how the SSAo bias setting affects the issue:
bias

Should be fixed in current master. Could you check that ?

Looks fine now on my HD4000. Let's see if it's also fixed for other intel gpus.

ssao_artifacts

Are those red clouds of dots expected though?

I think @honix used these exaggerated ssao settings (and the red color) on purpose in his example project for better visualization of the issue.

Are those red clouds of dots expected though?

I'm not the expert but I'd say yes. The really low value for the bias may cause that.

ssao colour was changed here , blur option was turned off(blur has no slider) to have such ssao output

Hm.. Can't build master or 591a892c to test. Maybe there is some working builds?

editor/editor_icons.cpp:1:10: fatal error: editor_icons.h: No such file or directory

@honix Run git clean -fX to remove your build artifacts and start from scratch.

@akien-mga fresh git clone do the job.

ssao-fixed
@ Intel HD Graphics 5500

It looks good for me. Blur option successfully reduces this noise.

I think issue is closed!

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