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Radiance prefiltering looks good on the Vulkan Clustered backend, but it doesn't see the same improvements in the mobile backend (running with desktop default settings). Reverting #58177 restores filtering quality to what it was before in the Vulkan Mobile backend (although the Real-Time filter mode still exhibits the issue).
This may be related to mobile not using the full HDR range. I wonder if your clamping PR (#58164) would fix this
I tried and the clamping doesn't resolve the issue. This is made more evident by #67172, which only uses a SDR sky (ProceduralSkyMaterial does not use overbright colors in its default settings).
Godot version
4.0.alpha (0393057)
System information
Fedora 34, GeForce GTX 1080 (NVIDIA 495.46)
Issue description
Radiance prefiltering looks good on the Vulkan Clustered backend, but it doesn't see the same improvements in the mobile backend (running with desktop default settings). Reverting #58177 restores filtering quality to what it was before in the Vulkan Mobile backend (although the Real-Time filter mode still exhibits the issue).
Vulkan Clustered
Vulkan Mobile
Closeups
High Quality
Real-Time
Vulkan Mobile (with #58177 reverted)
Closeups
High Quality
Real-Time
Steps to reproduce
back end
).Minimal reproduction project
tests/3d/test_pbr_radiance_high_quality.tscn
andtests/3d/test_pbr_radiance_real_time.tscn
in https://github.com/Calinou/godot-rendering-testsThe text was updated successfully, but these errors were encountered: