Closed jamie-pate closed 1 year ago
Random guesses as to what's going wrong in the driver: The frustrum randomly gets set to 1.0x1.0 at the far plane? Sampling the intermediate viewport render target incorrectly?
What are those moving lines around 1 - 2 second mark? Are you drawing something skinned? Could be a NaN or something creeping in with some dodgy data for an animation.
The lines are links of the lanyard 'rope' that is only visible when you scan the key card in the door.
There is no skinning and the links are made of separate capsule mesh and rigid bodies, so the movement is mostly physics based. There's no animated skeletons. The only animation is a rigid body used to 'pull' the end of the chain. (I copied the chain on the tow truck in truck town)
I don't think it's related because that tree gets hidden after a few seconds and the glitch persists.. it seems to be related to where the camera is pointed as it stays on the screen when the player stops moving the mouse..
Luckily I have a line on a new laptop with the same hardware today so I will hopefully be able to reproduce and report an issue with the vendor.
NOTE: this only happens on the new iris xe gpus afaik
Immediately reproduced on similar hardware with the same driver version.
Seems to be related to render target double buffering? Here are some more artifacts:
One viewport (the door label) gets extra weird textures at the end...
Issue seems to mostly go away when a transparent ViewPort that's drawing the phone notifications gets drawn? so weird
Seems to be related to render target double buffering? Here are some more artifacts:
Can you reproduce it if you disable V-Sync in the project settings and make sure the graphics driver doesn't force V-Sync on its end? You can set a FPS limit using the Force Fps project setting.
interesting correlation with frame time ...this is with vsync off (unable to use gamebar to record when the editor is running?)
hall of mirrors with the clear color in the editor ... stopped after the screenshot?
~Some of the problem seems to be linked to gpu particles?,... when I turn 'emitting true' it stops flickering? then starts again when it stops emitting.. but cpu/gpu particles don't change the outcome...~
If i move the particle system outside the mesh that contained them the flickering is still there no matter if they are playing or not.. maybe for some reason it's caused by this particular material having no visible fragments? :exploding_head: The flickering goes away once the viewport for this mesh has visible data written to it.
[sub_resource type="ViewportTexture" id=5]
flags = 4
viewport_path = NodePath("Viewport")
[node name="Viewport" type="Viewport" parent="."]
size = Vector2( 400, 500 )
transparent_bg = true
usage = 0
render_target_v_flip = true
gui_disable_input = true
[node name="MeshInstance2" type="MeshInstance" parent="Iphone"]
transform = Transform( -1, 0, -1.50996e-07, 0, 1, 0, 1.50996e-07, 0, -1, 0, 0.0724497, -0.00252686 )
cast_shadow = 0
mesh = SubResource( 4 )
material/0 = SubResource( 6 )
[sub_resource type="SpatialMaterial" id=6]
resource_local_to_scene = true
flags_transparent = true
flags_unshaded = true
flags_no_depth_test = true
flags_albedo_tex_force_srgb = true
flags_do_not_receive_shadows = true
flags_disable_ambient_light = true
params_depth_draw_mode = 2
params_line_width = 0.1
params_billboard_mode = 1
params_billboard_keep_scale = true
params_use_alpha_scissor = true
params_alpha_scissor_threshold = 0.01
albedo_texture = SubResource( 5 )
uv1_scale = Vector3( 1, 2, 1 )
styleboxflat
instead of styleboxempty
also stops the flickering.I'm still trying to figure out how to reproduce this as my game has a bit of a weird setup. I'll try to explain by way of this video:
In this video I have shrunk down the BackGround and ForeGround ViewportContainers, then made them visible. Normally they are not visible except when you open the menu. At that point I update all the canvas layers so that everything is drawn on the BackGround/ForeGround viewports instead of the root viewport.
In the video you can see that the scene drawn to the background viewport still draws the viewport texture wrong sometimes even though the root viewport seems ok with --frame-delay 200
Finally got a cut down repro... for some reason it needs to include a gridmap...
run with --frame-delay 500
for best results
and reported to intel 🤞
https://streamable.com/0z49dg this is the reproduction in a uhd 630... Seems like it may be affected but not as badly? Only one viewport is flickering...
streamable.com/0z49dg this is the reproduction in a uhd 630... Seems like it may be affected but not as badly? Only one viewport is flickering...
I don't seem to reproduce the issue on Linux with Intel HD 630 and Mesa 21.2.2 - but that's not surprising. I'll see if I can reproduce it on Windows 10 whenever I find time to reboot :)
~iris_xe_flicker_repro2.zip~ repro2 is from the wrong directory :flushed: iris_xe_flicker_repro3.zip
Another, more focused repro. I got rid of the player and phone and focused on the 3 elements that are apparentlyrequired to cause this:
https://streamable.com/ls6ifz video walkthrough:
0:10: Seems like buffers are not being flipped properly? this happens quite frequently with this reproduction 0:15..0:33: flipping the number in the spin box until one of the viewports draws incorrectly. 1:41: finally get a clean reproduction of the viewport being drawn as a single color 2:09: click on the 'viewport content' checkbox which appears to fix the buffer flipping. I can't reproduce the issue if there is content in this viewport texture 2:13: once I hide the viewport content it immediately starts flipping again 2:33: adding a copy of the gridmap's mesh (as a MeshInstance) also seems to prevent it from happening? 2:39: enable mouse/keyboard navigation control and spin around a bit to try to reproduce 2:53: hide the meshinstance copy of the gridmap content and it starts flipping again 2:57: hide the GridMap and it stops flipping 3:02 show gridmap, flipping :face_with_head_bandage:
seems fixed in driver 31.0.101.3959!
Godot version
v3.3.2.stable.official, v3.3.3.stable.official Happens with both Release (export) and tools builds.
System information
Windows 10, GLES3, Intel(R) Iris(R) Xe Graphics, i7-1165G7
Issue description
The screen is cleared occasionally and a solid color is shown instead. https://streamable.com/fqt18v
GLES3 i7-1165G7 Intel(R) Iris(R) Xe Graphics (uhd series and other vendors are not affected) DriverVersion: "27.20.100.9749", "30.0.100.9864" 1920 x 1080 x 4294967296 colors os_ver: "10.0.19042 N/A Build 19042",
Steps to reproduce
Seems like you need Viewports and gridmaps to reproduce....
Minimal reproduction project
see https://github.com/godotengine/godot/issues/53147#issuecomment-929771161