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Vulkan: VoxelGI and SDFGI flicker when TAA is enabled #62080
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I can confirm this on 4.0.alpha 421d8b7 (Linux, NVIDIA). Some comments:
simplescreenrecorder-2022-06-15_22.44.28.mp4simplescreenrecorder-2022-06-15_22.44.47.mp4
simplescreenrecorder-2022-06-15_22.45.35.mp4 |
Still reproducible on 4.0.beta7 (Linux, AMD Radeon RX 6900 XT with RADV). A tangential issue is that when the camera starts rotating after moving, reflections can appear to "snap" into a new position, which looks jarring. This only occurs with TAA enabled, and it occurs with both SDFGI and VoxelGI. Testing project: test_voxelgi_taa_reflection_bug.zip |
On 4.2.6 with FSR2 set to render scale 0.5 the flicker is even worse. I also toggled all the postefects on and off to prove it's based on turning on/off VoxelGI. 2023-10-04.15-31-14.mp4 |
I'm experiencing the same issue with Godot 4.2.2. When I enable TAA and FSR2, certain elements in the scene start to flicker, even with SDFGI or VoxelGI disabled. github.mp4 |
Still seeing this in 4.3 stable. |
Godot version
4.0.alpha10
System information
Windows 10, RTX3070 laptop, Vulkan
Issue description
TAA makes VoxelGI flicker (I also toggle on and off FXAA in the video to show that does not affect the flickering):
173898921-9f6ad1f4-40ec-4952-a7e1-e0963903a4b6.mp4
Steps to reproduce
Put a VoxelGI node into your scene, enable TAA in the Project Settings. Bake the VoxelGI. You will notice a flicker in the reflections and GI, especially if you turn on "VoxelGI Lighting" view under "Display Advanced".
Minimal reproduction project
godot TAA VoxelGI Bug.zip
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