Vulkan: SSIL produces undesirable distant occlusion when Half Size is enabled
Godot version
4.0 beta 4
System information
Windows 10 build 19044, Nvidia GTX 1070 driver 516.94, Vulkan backend
Issue description
When SSIL is turned on at half size, it produces noticeable 'stepping' artifacts ( presumably relating to #62881 ) and large, soft patches of occlusion on large, far-away objects. It is especially noticeable on objects with hard-edged geometry, but occurs on any large surface that's roughly perpendicular to the camera frustum. Please see the video below for an example of such. First run is with SSIL turned on, second run is off.
https://www.youtube.com/watch?v=939iq5dZm4M
I had assumed that something in the half size toggle was causing the culling distance to be doubled, but I tried reducing the fadeout distances to extremely low values, and this did not produce any noticeable difference - it appears that for whatever reason with half size toggled on, the fadeout distance is ignored altogether.
Steps to reproduce
- Add WorldEnvironment to scene and switch on SSIL, with 'Half Size' set to true
- Place large mesh beyond 'fadeout to' value
- Place camera facing towards mesh
Minimal reproduction project
No response
@Ophiolith Please upload a minimal reproduction project to make this easier to troubleshoot.
@Ophiolith Bump :slightly_smiling_face:
We still need a minimal reproduction project.
Terribly sorry, I've been busy and this completely passed me by. I will re-test and see if the issue persists in the latest beta, provide an updated report and attempt a minimal repro within the next couple of days. Appreciate the reminder! :)
@Ophiolith Bump again :slightly_smiling_face:
May have been fixed by https://github.com/godotengine/godot/pull/72838
Hi all, apologies for leaving this one hanging. IRL things got in the way, and I've not had time to use Godot over the last few months. Feel free to close this one off if appropriate, it's very unlikely I'm going to be able to work with Godot much during the RC phase. Sorry again.