RobertBeckebans / RBDOOM-3-BFG

Doom 3 BFG Edition source port with updated DX12 / Vulkan renderer and modern game engine features
https://www.moddb.com/mods/rbdoom-3-bfg
GNU General Public License v3.0
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New SSAO pass flickers when Temporal Anti-aliasing (TAA) is off #744

Closed SRSaunders closed 1 year ago

SRSaunders commented 1 year ago

With TAA off, if you move around a map the new SSAO pass intensity changes significantly, almost like a flickering effect.

Setting r_useNewSsaoPass = 0 stops this from happening. Interestingly, if you then switch back to r_useNewSsaoPass = 1 without restarting, then the flickering does not reappear. It seems there is an initialization problem at startup with the combo of r_useNewSsaoPass = 1 and r_antiAliasing = 0.

Issue: rpWindowCoord is not being initialized before the Ambient Lighting IBL shaders are called within DrawSingleInteraction() via AmbientPass() and DrawInteractions().

RobertBeckebans commented 1 year ago

I commited a fix for this into the vma-integration branch.

SRSaunders commented 1 year ago

Thanks for fixing this. Works fine now.