Godot: Very noticeable banding with SSAO.

Created on 21 Nov 2017  Â·  24Comments  Â·  Source: godotengine/godot

Operating system or device, Godot version, GPU Model and driver (if graphics related):
Microsoft Windows Home. Micro-Star I7. Geforce GTX 1060.
Godot Engine 3.0.alpha.custom_build.6fd1b94.

Issue description:

SSAO causes very noticeable banding.

Steps to reproduce:
I'm not sure why the banding is so very obvious. I had the SSAO set to default settings. It was most noticeable at the left and right edges of the image.

Link to minimal example project:

image

bug rendering

Most helpful comment

We need someone to make demos like this for Godot :P

All 24 comments

I noticed today that if you mark the turn on the materials Ambient Occlusion that this problem is greatly reduced. But it still happens on large surfaces like the floor.

an example scene would be appreciated, otherwise reproduction is next to
impossible

On Tue, Nov 21, 2017 at 6:26 PM, antony jones notifications@github.com
wrote:

I noticed today that if you mark the turn on the materials Ambient
Occlusion that this problem is greatly reduced. But it still happens on
large surfaces like the floor.

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I have an Asset, but it is an Unreal Asset that I converted to work with Godot. It is quite large. It is a 286k zip file. Is it safe to add here? Since it is an Unreal Sample?

Is it safe to add here? Since it is an Unreal Sample?

Probably not, perhaps email it to reduz directly (see his email on his profile page).

Alternatively, reproduce the issue using a project created from scratch (it doesn't have to look beautiful, it just needs to reproduce the bug) and upload it here as an attachment.

send me email or share me drive folder if you wish

On Tue, Nov 21, 2017 at 6:47 PM, Hugo Locurcio notifications@github.com
wrote:

Is it safe to add here? Since it is an Unreal Sample?

Probably not, perhaps email it to reduz directly (see his email on his
profile page https://github.com/reduz).

Alternatively, reproduce the issue using a from-scratch project (it
doesn't have to look beautiful, it just needs to reproduce the bug) and
upload it here as an attachment.

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Heh, I admit this is pretty neat:

image

But the scene does not import correctly, it seems you didn´t send me the whole project. With what I have so far, the bug is not reproducible (SSAO looks fine).

We need someone to make demos like this for Godot :P

Here is a link to a video of what it is suppose to look like.
https://www.youtube.com/watch?v=c4wBeAqGFds

I unfortunately can't reproduce the banding problem.. may need to try a lower end gpu for this..

It's happening for me on a Quadro K5200...I don't think thats a low-end gpu is it? https://imgur.com/a/rNftU

@lehthanis test scene and reproduction steps welcome

@reduz Just sent you a google drive link. Sorry it's not really that small. But if you run the game (problem doesn't exist in editor) and face one of the hallway walls perpindicularly you'll see the banding...the closer you get to it, the worse it is.

I could never really reproduce this issue, but i have seen it reported a few times. I have your same hardware, which makes it even weirder. Will have to kick it to 3.1 until more information on reproduction or hardware where it fails can be obtained..

I'm seeing a very noticeable banding without SSAO on.

Windows 10 Home, Using NVidia GTX 950.

capture

This is likely due to the shadow bias (and not SSAO), try disabling the directional shadow and see if it's still there. To counter it, increase the shadow bias (and/or normal bias) value, but don't increase it too much or the shadow's base will "detach" from the object.

Thanks for the tip. It was actually my GIProbe. After playing with the bias there the banding disappeared.

I can also reproduce the banding in the game Solus Stunts (ambient occlusion: middle):
https://github.com/godotengine/godot/commit/29f2571662da0ee93ea2a632ec3b60aa26246563
bug

Kicking to 3.2, where the AO code will probably be rewritten, I could never reproduce this problem and may be related to drivers.

In my case, this hapens when the _far_ property of the camera is set too high (like 99999). AO looks ok when it's set to 100.

You might be on to something, mine is not 100 either (but definitely not something egregiously high - I think it's 250 or 300?)

Seems to be fixed for me.

It's been two years but we still lack a simple, public reproduction project to be able to confirm and investigate the bug. So it's pretty hard to do anything to fix it.

If anyone can reproduce the issue, please provide a project that exhibits it, otherwise we'll have to close it.

I was setting up a project in 3.2 stable when I encountered this issue. I've included the project as a file here, (it's still minimal). The banding is mostly noticeable on the sides of the cube in main.tscn
I hope this helps with fixing the issue

OS: Windows 10
GPU: NVidia GTX 1660
CPU: Intel core i5-9600KF @ 3.70 GHz
RAM: 16Gb

minimal reproduction

It seems SSAO banding no longer occurs in the master branch (which now uses Vulkan). :tada:

Editor with Zfar = 200

2020-02-28_18 30 31

Editor with Zfar = 4000

2020-02-28_18 30 41

There's no difference in terms of SSAO quality, and directional shadows look mostly identical. It even works if you set the Zfar distance to 1000000 (the highest allowed value in the editor), so I'll consider this resolved :slightly_smiling_face:

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