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Mobile Renderer with MSAA not working when using the viewport stretch mode (presents a black screen) #67234

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Tracked by #55871
norrath-hero-cn opened this issue Oct 11, 2022 · 11 comments

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@norrath-hero-cn
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norrath-hero-cn commented Oct 11, 2022


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

image
image
image

Steps to reproduce

Forward_Plus is OK, but something happened with mobile renderer

  1. Project Settings->Renderer, switch Rendering method to "mobile"
  2. Project Settings->Anti Aliasing, enable MSAA 2D "2x(Average)" and MSAA 3D "2x(Average)"
  3. Present a black screen with massive error spam

Minimal reproduction project

demo.zip

@Calinou
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Calinou commented Oct 12, 2022

Does this occur if you only change 2D MSAA or 3D MSAA, not both?

@norrath-hero-cn
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Does this occur if you only change 2D MSAA or 3D MSAA, not both?

yes, single one or both, all present black screen

@norrath-hero-cn
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Re-rested on beta4

image

@norrath-hero-cn
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Re-tested on Beta5
image

@norrath-hero-cn
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Re-tested on Beta7
image

@Calinou
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Calinou commented Dec 1, 2022

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 + viewport stretch mode + window size different from viewport size issue, but in 4.0. The minimal reproduction project uses the viewport stretch mode:

image

@clayjohn clayjohn removed this from the 4.0 milestone Jan 14, 2023
@ClarkThyLord
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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.

@norrath-hero-cn
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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.

@Calinou
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Calinou commented Jul 19, 2023

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 1.0. This means that as a workaround, you can use a scale of 0.99 or 1.01.

@Calinou Calinou reopened this Jul 19, 2023
@Calinou Calinou changed the title Mobile Renderer with MSAA not working on Windows 10, present a black screen Mobile Renderer with MSAA not working when using the viewport stretch mode (presents a black screen) Jul 24, 2023
@ozanyasindogan
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ozanyasindogan commented Nov 5, 2023

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 1.0. This means that as a workaround, you can use a scale of 0.99 or 1.01.

Forward+ and Compatibility renderers works fine with my settings however when MSAA 2D is set to any value other than
Disabled, the scene does not render and gives a black screen in Mobile renderer.
It doesn't display any error information by the way.
Turning of MSAA for 2D makes it work fine again.
After the video, I downloaded latest stable version 4.1.3 (.Net) and the same issue persist there:
https://www.youtube.com/watch?v=XJAMBNlhN8U

@lfxu
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lfxu commented Jan 8, 2024

v4.2.1.stable.offical [b09f793f5] on Android (Pixel 3), turning on MSAA 3D with any option in a blank project produces a black screen. Turning on MSAA 2D doesn't. No error via Godot Debugger. No error via adb logcat.

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