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Mobile Renderer with MSAA not working when using the viewport
stretch mode (presents a black screen)
#67234
Comments
Does this occur if you only change 2D MSAA or 3D MSAA, not both? |
yes, single one or both, all present black screen |
Related to #18320. I can confirm this on 4.0.beta7 (Linux, AMD Radeon RX 6900 XT with RADV). It's the good old MSAA + |
Ran into this issue with Godot 4 beta 16, tried different combinations of MSAA, but I'm only getting a black screen when MSAA_2D is set to something other than disabled. |
Recent events on Cybereality and my experience makes me feel that keep the hope for Godot, provide detailed technical analysis, keep track of some bugs that will never be fixed is meaningless, so close it to reduce the number of issues for Godot. |
Reopening, as I can still reproduce this in 4.2.dev 0f7625a (Linux, GeForce RTX 4090 with NVIDIA 535.54.03). Note that this does not occur if Scaling 3D > Scale is set to a value different than |
viewport
stretch mode (presents a black screen)
Forward+ and Compatibility renderers works fine with my settings however when MSAA 2D is set to any value other than |
|
Bugsquad note: This issue has been confirmed several times already. No need to confirm it further.
Godot version
Godot Engine v4.0.beta2.official.f8745f2f7 - https://godotengine.org
System information
Windows 10, Vulkan API 1.2.0 - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce GTX 960
Issue description
Steps to reproduce
Forward_Plus is OK, but something happened with mobile renderer
Minimal reproduction project
demo.zip
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