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Big pixel ladders #12

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brianconnoly opened this issue Jun 6, 2018 · 5 comments
Open

Big pixel ladders #12

brianconnoly opened this issue Jun 6, 2018 · 5 comments

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@brianconnoly
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When using this components, seems that resolution of rendering divides by two.
Before effects:
2018-06-06 17 09 24

After effects:
2018-06-06 17 09 43

And how can I get rid of that dirty black noise where walls connects to ceiling?

@wizgrav
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wizgrav commented Jun 27, 2018

I'm not sure if the resolution actually decreases or it's just that the native antialiasing is disabled, I'll have to test a bit as I haven't touched the code in a while. Can you try appending the "fxaa" component at the end of the effects chain?

@wizgrav
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wizgrav commented Jun 27, 2018

@brianconnoly which effects are you trying to use? Could you post an, even simplified, example somewhere to inspect?

@brianconnoly
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I used bloom and fxaa.
We changed our project, instead of real meshes rendering, we baked an equirectangular skybox from unity project with all effects. It was the only way to complete project before deadline.
I hope I'll return to your component in future projects.

@mzpq01
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mzpq01 commented Sep 19, 2019

I had the exactly the same problem. seems like if you use image in aframe and apply post processing, the resolution significantly drops on mobile device. PC works fine.

@NNskelly
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NNskelly commented Jan 10, 2020

It looks like most of the pipeline setup is basing buffer size off of renderer.getSize(), however modern mobile devices (and now more and more laptops and pro PC monitors) have a pixel ratio of 2 or 3. This would precisely explain the downres, although I don't have the time or understanding to comb over all the places buffers are allocated or updated, and I can't find a quick effective central point to update renderer.getSize() width & height with a *= renderer.getPixelRatio().
Alternatively, someone could look into replacing getSize() with getDrawingBufferSize() (which seems to return the actual pixel count used, equal to getSize() values * PixelRatio), but again, I don't know the codebase well enough to know where getSize() is being used in a context that accounts for pixel ratio (e.g. THREE/A-Frame-facing) as opposed to a context where only a raw pixel count is needed (e.g. aframe-effects-facing).

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4 participants