Open Rytelier opened 3 weeks ago
The artifacts on GI you're seeing aren't a bug. They're just a product of basic bilinear upscaling being performed on the GI buffer, and have been around since 4.0 had half-resolution GI implemented:
On the second screenshot, notice how areas mostly lit by indirect light have increased stairstepping compared to the areas that receive direct light (such as the window's corner).
On the third screenshot, everything has increased stairstepping since the viewport is rendered at half resolution and upscaled with a bilinear filter (Scaling 3D > Scale project setting set to 0.5
). This makes the GI buffer resolution match the one from the full-resolution viewport, but with half-resolution GI.
Regarding SSAO, I believe this is a limitation of the ASSAO technique used. If you want better quality, something like GTAO would be more suited, but it needs TAA to run fast enough. TAA makes it possible for multiple frames to have their AO samples merged together to improve quality and performance at the same time. Otherwise, the number of samples required per frame becomes prohibitive, making the effect run very slow (or look noisy).
Closing in favor of https://github.com/godotengine/godot-proposals/issues/10497, since it already tracks possible ways to improve GI buffer upscaling quality.
I recommended creating a bug report for this as the quality is far below the quality that it should be. We use an extremely basic bilinear upscale for GI and it could look much better.
The one for SSAO is more complicated, but is clearly broken in the screenshots as the quality from the official sample is much higher
IMO quality issues with built in effects are bugs. Users shouldn't have to go through the proposal process to tell us that things are not looking as good as they should.
Reopening, as this is considered a bug.
Tested versions
From 4.0
System information
Godot v4.3.stable.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 (NVIDIA; 32.0.15.5599) - Intel(R) Core(TM) i9-9900K CPU @ 3.60GHz (16 Threads)
Issue description
Some post-processing effects don't upscale properly when rendered at half resolution. For global illumination (voxel GI/SDFGI) it looks like upscaling doesn't work at all and results in low resolution looking image.
For SSAO there are pixelated artifacts that result in weirdly doubled offset pixels.
Steps to reproduce
Add WorldEnvironment node to the scene Enable SSAO and SDFGI
Minimal reproduction project (MRP)
screen-effect-upscale-bug.zip