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When you move towards or away from a material that has BaseMaterial3D distance fade dithering (either Pixel Dither or Object Dither), you can see a checkerboard pattern appear:
dither_taa.mp4
This pattern's size is resolution-dependent, but its size also depends on your movement speed. Depending on your movement direction, its shape may also change (it'll be purely horizontal lines if moving exactly sideways).
dither_taa_moving_in_3d_editor.mp4
This pattern is hardly visible with FSR2 in comparison:
dither_fsr2.mp4
Steps to reproduce
Use the Forward+ rendering method (required for TAA to work).
Enable Use TAA in the Project Settings.
Create a MeshInstance3D with a BoxMesh, and add a StandardMaterial3D with Distance Fade > Pixel Dither enabled on it. Set the Min Distance and Max Distance so you can see the dithering pattern over a large distance.
Tested versions
System information
Godot v4.3.beta (e343dbb) - Fedora Linux 40 (KDE Plasma) - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4090 (nvidia; 555.58.02) - 13th Gen Intel(R) Core(TM) i9-13900K (32 Threads)
Issue description
When you move towards or away from a material that has BaseMaterial3D distance fade dithering (either Pixel Dither or Object Dither), you can see a checkerboard pattern appear:
dither_taa.mp4
This pattern's size is resolution-dependent, but its size also depends on your movement speed. Depending on your movement direction, its shape may also change (it'll be purely horizontal lines if moving exactly sideways).
dither_taa_moving_in_3d_editor.mp4
This pattern is hardly visible with FSR2 in comparison:
dither_fsr2.mp4
Steps to reproduce
Minimal reproduction project (MRP)
test_taa_dither_checkerboard.zip
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