godotengine / godot

Godot Engine – Multi-platform 2D and 3D game engine
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AMD FSR 2.2 Small Visual Artefacts #97084

Closed skami48 closed 3 weeks ago

skami48 commented 4 weeks ago

Tested versions

Test in godot 4.3.stable.mono.official.77dcf97d8

System information

Godot v4.3.stable.mono - Windows 10.0.22631 - Vulkan (Forward+) - dedicated AMD Radeon RX 7900 XTX (Advanced Micro Devices, Inc.; 32.0.11037.4004) - AMD Ryzen 7 7800X3D 8-Core Processor (16 Threads)

Issue description

using an amd gpu AMD Radeon RX 7900 XTX , in the godot TPS Exemple there is some artefacts on the player with FSR 2.2 on FSR 1 everything is Fine

https://github.com/user-attachments/assets/65f35ab0-8cad-4e6f-8a1c-77b492da7ed1

Capture d'écran 2024-09-16 190025

Steps to reproduce

Start the TPS exemple with an amd gpu and FSR 2.2 ON There is the configuration Capture d'écran 2024-09-16 190529

Minimal reproduction project (MRP)

https://github.com/godotengine/tps-demo (Master Branch)

JekSun97 commented 3 weeks ago

Can you make a comparison between FSR 2 and FSR 1? It's not easy to see these artifacts. I have AMD too, I'll check it in a while, but it would be nice if you could explain in more detail what I should see

Calinou commented 3 weeks ago

This is because skeleton movement in the TPS demo isn't interpolated (it follows the Physics Ticks per Second project setting), so the mismatch between rendered FPS and skeleton movement creates artifacts as the motion vectors used by FSR2 become incorrect. Capping FPS to 60 can work around this issue, since the rendered FPS will match the physics tick rate.

This ghosting at high FPS was mostly fixed by https://github.com/godotengine/godot/pull/95705 which will be in 4.3.1, although skeleton movement is still not interpolated, which means the issue can still be seen at very high framerates (typically 3x higher than the physics update rate or more). I've opened a proposal for that: https://github.com/godotengine/godot-proposals/issues/10770