Godot version:
3.1 beta 7
OS/device including version:
Mac OS
AMD Radeon R9 M370X
Issue description:
The TPS Demo from Godot is pixelated after start. (Not Main Menu)
Testing the same Project with Godot 3.1 beta 3 and everything works fine.
So something must be wrong with Godot 3.1. beta 7
Steps to reproduce:
Just open and run the TPS Project.
Issue appears with beta 7, with beta 3 it's all fine

Tried on Linux (Mageia 7) with Nvidia GTX 670MX, I can't reproduce it there with either 3.1 beta 7 or b520846c68.
This could be hiDPI-related, try going to the Project Settings and enable Display → Window → Dpi → Allow Hidpi. Note that it means it's going to run in 4K resolution, which is going to be very slow on a laptop. A better fix for laptops/low-end hardware would be to use a downscaled viewport with linear filtering (as nearest-neighbor filtering doesn't fit the art style of the TPS demo).
It's not only pixelated, it also has larger artifacts:

This could be hiDPI-related, try going to the Project Settings and enable Display → Window → Dpi → Allow Hidpi. Note that it means it's going to run in 4K resolution, which is going to be very slow on a laptop. A better fix for laptops/low-end hardware would be to use a downscaled viewport with linear filtering (as nearest-neighbor filtering doesn't fit the art style of the TPS demo).
No, has nothing to do with this option.
But to be sure, i have tested it and as expected there was no change.
I mean in Beta 3 it works great but with beta 7 not, so there must be some problem with this version.
I will test it on my other PC with windows as soon as possible.
For a faster test i used my Parallels Windows on Mac and there are no pixels or artifacts.
Some black textures, but this is because the windows sandbox on mac.
I will test it later on a real windows pc.
Maybe it is a MacOS only Problem.
EDIT:
Beta 6 is even crashing if i try to run the demo. (Mac)
Any luck with beta 8? And which version of macOS?
Mac user here (iMac with latest Mojave, Radeon Pro 570 4Go, 16 Go ram). When importing the tps demo after git clone (Godot beta 8), multiple errors are appearing during (re)import. One of these is a problem with the level geometry resulting in light mapping to failed (Godot is asking to fix the geometry), and maybe causing these artifacts during runtime.
When running the demo, if the camera is in front of the robot, all is fine (except the left arm is missing..):

When rotating the camera, artifacts are all over the place:

Can you show your settings screen for the demo?
Settings used:

And errors with geometry showed during import (or re-import levelDemo.dae):

I unfortunately don't have any Radeon hardware to test this and won't do until April. At home some weeks ago on a 450 it worked fine, though.
On native Windows with Radeon HD8970M it runs without artifacts.
Also it is not because the settings. Settings are saved in project.godot and if i open my project in beta 3 or beta 7 there are the same settings!
So there is in later betas a problem but it seems to be only a mac problem.
I will test it on mac with beta 9 today. Maybe it is gone.
Still there in Beta 9, but i have no errors like laurentP.
Just tested on beta 10, With Nvidia 970GTX, Driver 419.17, Windows 10. I got the same result with
@laurentP , the robot left arm is missing. It will appear when you rotate the camera at certain angle but continue to be missing after that angle.
I dont think this is radeon or amd problem ?
@takhimi the missing robot arm is not the problem I wanted to draw your attention to.
@reduz
i found the settings what caused the problem.
Projectsettings -> Depth Prepass
Disable this setting and it works, enable this option and the artifacts will appears.
So there is a problem with the depth prepass on mac.
Fixed also the missing arm and some body parts.
Open Player.tscn
Body Parts
Select node -> 00Robot_Body008
GeometryInstance -> Extra Cull Margin = 360
Arm
Select node -> Robot_Arms001
GeometryInstance -> Extra Cull Margin = 360
After this settings the parts don't disappear.

@reduz
Is this the correct way to use it?
Ok this is it! And for the robot arm that's disappearing, I need to change the Extra Cull Margin for the Robot_Arms part too.
Robot missing arm is fixed now, so no workarounds required for that any longer.
So we have two macOS users with the regression, which apparently happened between a851033 (beta 3) and e30ce69cb (beta 7). Would one of you be able to do a git bisect to identify the problematic commit? I would start by testing intermediate beta builds (b4 is 17809ca9, b5 is c54330c6b and b6 is 30a4723d).
Can other macOS users reproduce the issue? @bruvzg maybe?
Can you guys try again? I think I may have fixed this recently
I am confident that this is fixed. Please reopen if not the case..
I think I may have fixed this recently
Rendering bugs are fixed in 80618700c, AMD FirePro D300, macOS 10.14.3
Robot missing arm is fixed now
Missing arm is not fully fixed, still happens when running and aiming.
Rendering bugs are not fixed for me (Radeon Pro 570, macOs 10.14.3), I have to disable the Depth prepass. For the robot's arm, it's ok.
Tested with a freshly compiled Godot from the repo.
it's not fixed in RC 1.. so whats wrong with you? why did you close issues so fast!
Reopening.
it's not fixed in RC 1.. so whats wrong with you? why did you close issues so fast!
Because it's better to close issues when we think they're fixed, and reopen if they're not, than to let issues sit around endlessly and forget about them. Without closing issues, we can't prioritize our work.
I will let you know if it is fixed :) i promise
Done some extra testing, for me it's still pixelated if AA is set to 2x, with any other AA level it's fine.

Broken between beta 4 and beta 5, bisected to commit d116705538fe0c625e0b40d56f3d6ecfe3bbb4aa (Allow usage of depth texture when contact shadows are disabled).
A bit more info:
@bruvzg
So you mean it is depth prepass with AA
I give it a try.
Testing with depth prepass enabled (project settings) and AA disabled (in game settings) with RC1 and no glitches. Enabling AA and the glitches are back.
(Radeon Pro 570, macOs 10.14.3)
Tested following:
Test 1:
Depth Prepass enabled (Project Settings)
AA 8x (InGame)
-> Works, no pixels/artifacts
Test 2:
Depth Prepass enabled (Project Settings)
AA 4x (InGame)
-> Works, no pixels/artifacts
Test 3:
Depth Prepass enabled (Project Settings)
AA 2x (InGame)
-> pixels/artifacts appearing all over the screen
Test 4:
Depth Prepass enabled (Project Settings)
AA disabled (InGame)
-> Works, no pixels/artifacts
Test 5:
Depth Prepass disabled (Project Settings)
AA 2x (InGame)
-> Works, no pixels/artifacts
So it is the AA 2x with Depth Prepass, what causing this problem.
@bruvzg I can't reproduce it, but can you change the line:
if (state.used_contact_shadows || state.used_depth_texture) {
for
if (state.used_contact_shadows) {
and let me know if this is fixed? I think that PR should be reverted (the last one that causes it) since it's incorrect anyway
Wouldn't the issue still happen when enabling contact shadows?
but can you change the line
Yes changing this line fixes the issue.
Most helpful comment
Reopening.
Because it's better to close issues when we think they're fixed, and reopen if they're not, than to let issues sit around endlessly and forget about them. Without closing issues, we can't prioritize our work.