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Vulkan: Improve SDFGI property adjustment usability #57366

Closed
Tracked by #55327
Calinou opened this issue Jan 28, 2022 · 2 comments · Fixed by #62230
Closed
Tracked by #55327

Vulkan: Improve SDFGI property adjustment usability #57366

Calinou opened this issue Jan 28, 2022 · 2 comments · Fixed by #62230

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@Calinou
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Calinou commented Jan 28, 2022

Godot version

4.0.dev (fc09d78)

System information

Fedora 34, GeForce GTX 1080 (NVIDIA 495.46)

Issue description

In WorldEnvironment's Environment resource, SDFGI has 3 properties that are linked to each other (others will be modified when you modify one of those):

  • Min Cell Size
  • Cascade 0 Distance
  • Max Distance

Additionally, Max Distance depends on the Cascades property in SDFGI.

If those properties are initially set to different values, discrepancies may occur, causing the "revert" buttons to act strangely.

To avoid confusion, I think we should remove this kind of linked properties to keep only Min Cell Size (which is how one typically adjusts the overall SDFGI detail level). This means Cascade 0 Distance and Max Distance would be removed, although they could be kept as read-only methods to ease debugging and optimization work.

Steps to reproduce

  • Add a WorldEnvironment node with a new Environment resource.
  • Enable SDFGI in the Environment resource.
  • Play around with the properties mentioned above.

Minimal reproduction project

N/A

@fire
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fire commented Jan 29, 2022

Here's an alternative perspective. What would break if we choose Max Distance as the only property?

@Calinou
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Calinou commented Jan 29, 2022

Here's an alternative perspective. What would break if we choose Max Distance as the only property?

Max Distance will change depending on the value of the Cascades property, so I don't think it's a good idea. In contrast, Min Cell Size will never change based on the value of other properties.

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