Description
Godot version
Godot 4 Beta 6
System information
Windows 11/64, RTX 3070, Vulkan
Issue description
Watch for bands of noise in the grass. First is the Practical Camera, which is fairly noise free. Then comes the Physical Camera, with the two configured at the closest blur level possible. The latter is quite noisy with certain configurations as in the MRP. Both have project settings at hexagon/fast, anisotropic filtering 4x on the ground (neither 0 nor 16 fixes it), no AA, Jitter does nothing.
blur_noise_artifacts.mp4
When boosting the practical camera to 0.1, there is a little noise in the transition zones.
The blur amounts are hard to work with. On the practical camera, 0.02 is the lowest that can really be used. 0.01 does little, and 0.015 gets rounded to 0.02. The weakest for the Practical Camera is slightly stronger than the strongest that the Physical Camera can do, with the maximum possible settings (0.5 f/stop on a 60mm lens - a 200-300mm lens is impractical for gameplay), and there's still barely any blur.
It's unknown whether higher quality blurs will fix the issues since the various blur levels are inaccurate #69460.
It would be great if these were addressed:
- Noise bands on the ground filtered out of the Physical camera, and the Practical Camera transition zone (change blur amount to 0.1+)
- Physical camera needs a manual DOF blur amount boost, like it has for energy
- Practical camera needs a more usable lower end (below 0.02) maybe just more precision in the editor?
- DOF blur levels DOF Blur amount/distance varies between quality levels #69460 fixed so we can use higher levels and see if they fix the above or further work is needed.
Steps to reproduce
Open the MRP and walk around. Watch the grass for noise especially. Also review the trees and tree shadows. Observe under the various F1, F2, F3 modes.