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SDFGI produces wildly inaccurate and extreme lighting intensities on Intel Windows drivers

Open aaandreeew opened this issue 2 years ago • 8 comments

Tested versions

Reproducible in Godot 4.2.1 (.NET). Anecdotally this has been an issue for me since SDFGI was released, and has been present for me in every version of Godot 4 I have tried, which were previously non-.NET versions.

System information

Godot v4.2.1.stable.mono - Windows 10.0.19044 - Vulkan (Forward+) - integrated Intel(R) UHD Graphics 620 (Intel Corporation; 31.0.101.2115) - Intel(R) Core(TM) i5-8265U CPU @ 1.60GHz (8 Threads)

Issue description

When enabling SDFGI, it doesn't appear how I expect. I am demonstrating this bug in @WickedInsignia's Godot Garden global illumination test scene, as it is a widely available benchmark with many images of how it should look.

How it should look (from Godot Garden issue linked above) image

How it looks for me GI Comparisons

You may notice a lack of directional shadows in my images. I have the DirectionalLight3D visible, so I have no idea why this is but it's not relevant to this bug report.

This type of issue is present any time I have used SDFGI, in every version of Godot 4 I have tried, including v4.2.1.

I have made slight changes to the original Godot Garden project. I added a camera and saved the main scene to view the scene at runtime. This bug was present from the moment I opened the project. I also don't think this is a result of using a project from v4.0a12 in v4.2.1. I have replicated this bug in a fresh 4.2.1 project too, and in many previous versions of Godot 4.

I have a feeling this issue is a result of me using Intel integrated graphics. I haven't been able to find this same bug reported yet, but of course I could have missed it. I'm not doing anything weird — just using SDFGI out of the box from another well-known project, and yet I have such a catastrophic result. I think the only weird thing I'm doing is using an Intel laptop with a rare issue. That said, nothing would delight me more than someone else confirming these results.

Edit: I know SDFGI is going to be replaced in 4.3, so I don't expect major effort to be invested in fixing this likely niche bug.

Steps to reproduce

  1. Download the Godot Garden project from Issue #63374 or the original Dropbox link or my personal project.
  2. Open in Godot 4.2.1 (Note: the original project is intended for Godot v4.0a12, but I don't think this is relevant as this issue persists in my own projects made in Godot 4.2.1, or any version of Godot 4 I've tried)
  3. Notice how bad it looks.

Minimal reproduction project (MRP)

Original Godot Garden project Dropbox link (for Godot v4.0a12) My specific project (slight changes mentioned above)

aaandreeew avatar Jan 05 '24 15:01 aaandreeew

I can't reproduce this on 4.3 13a0d6e9b (Linux, GeForce RTX 4090 with NVIDIA 545.29.06):

No GI

Screenshot_20240105_164931 webp

SDFGI

Screenshot_20240105_164903 webp

VoxelGI

Screenshot_20240105_164921 webp

SDFGI + VoxelGI

Screenshot_20240105_164957 webp

I've removed .godot/ from the project folder before opening the editor.

Can you try removing the .godot/ folder while the editor is closed, then reopen the project? This will force all resources to be reimported. This is sometimes needed for projects created with pre-4.0 versions (sometimes pre-4.1).

Calinou avatar Jan 05 '24 15:01 Calinou

Thank you for the tip. This did not fix the SDFGI bug, but it did fix the DirectionalLight3D.

image

I thought this issue might be related to #84738 Reflection Probe Too Glossy wIth Panorama Sky, as this scene is also using a PanoramaSkyMaterial. However, when I change to a procedural sky, the issue doesn't go away.

image

aaandreeew avatar Jan 05 '24 16:01 aaandreeew

Yeah so I honestly can't say I'm helping on this subject, I can only say that I also use an intel integrated PC and have been having the exact same issues with meshes and SDFGI interactions (Godot v 4.2.1), and my only theory is that Intel has some sort of weird problem with Vulkan (Godot's rendering engine for SDFGI), and that this could be potentially a hardware bug which I'll look into at a later time.

Also, here's a screenshot of my issues so that hopefully you're sure we're having the same issue. I'm SOOOOOOO glad someone else had this bug lol.

Scene with no SDFGI (Directional light on .1 intensity and sky influence at .5) image

Scene with above settings but with SDFGI enabled image

RBbooms avatar Feb 14 '24 23:02 RBbooms

Yeah so I honestly can't say I'm helping on this subject, I can only say that I also use an intel integrated PC and have been having the exact same issues with meshes and SDFGI interactions (Godot v 4.2.1), and my only theory is that Intel has some sort of weird problem with Vulkan (Godot's rendering engine for SDFGI), and that this could be potentially a hardware bug which I'll look into at a later time.

Also, here's a screenshot of my issues so that hopefully you're sure we're having the same issue. I'm SOOOOOOO glad someone else had this bug lol.

Scene with no SDFGI (Directional light on .1 intensity and sky influence at .5) image

Scene with above settings but with SDFGI enabled image

Okay, so I'm currently installing new graphics drivers for intel integrated, will update you soon!

RBbooms avatar Feb 14 '24 23:02 RBbooms

Okay so sadly the update didn't fix any troubles, so I believe that sadly it is just a problem with the integrated graphics hardware on intel chips, we might need to upgrade our potatoes Andrew

RBbooms avatar Feb 15 '24 00:02 RBbooms

Hey guys, me again. After some research I found that Godot v 4.2.1 and most likely all older godot 4 versions are using Vulkan 1.3, which was released 2 years ago in Q1 2022. ALL Intel integrated only support up to Vulkan v1.2, with only the newest, highest end GPU's from Intel supporting Vulkan 1.3. This is not a Godot bug but merely an oversight by us and not doing our proper research on our PC's.

Supported graphics (Source : Intel website) image

image

Sorry @aaandrewww but we might just need a computer upgrade. I'm requesting simply a feature which tells you if your PC specs are compatible with ALL of godot's 3d features (i.e. what Unreal does where it tells me that my PC doesn't support Nanite and has its features turned off). I don't know how engine programming works, and with Godot not requiring an install I don't know if it's possible, but for developer's sakes that is definitely a necessary feature.

RBbooms avatar Feb 15 '24 15:02 RBbooms

some research I found that Godot v 4.2.1 and most likely all older godot 4 versions are using Vulkan 1.3, which was released 2 years ago in Q1 2022.

Godot only requires Vulkan 1.0 to run Forward+/Mobile, and it aims to keep its Vulkan requirements as low as possible. We don't intend to introduce a Vulkan 1.3 requirement anytime soon for this reason, although 1.2 could end up being required in the long run on desktop (it's already ubiquitous in practice).

On the other hand, it's true that Intel stopped maintaining Vulkan drivers for your IGP a long time ago. Intel doesn't support its drivers for very long compared to AMD and especially NVIDIA.

Calinou avatar Feb 15 '24 19:02 Calinou

although this is an old thread, i'd like to add that

  1. this is still an issue in the most recent stable release of 4.3
  2. it's still an issue with Vulkan 1.3.261 on my Dell XPS 13 Plus from late 2022 (with Intel Iris Graphics)

on the Dell XPS: image

(not identical, but same area and same configuration) on the desktop with a Nvidia 3060: image

i wasn't aware SDFGI is being replaced, but hopefully this issue can be fixed. it would be a shame to lose such a powerful and lightweight GI on platforms without a dedicated GPU (especially since Godot is arguably THE engine for building low-requirements games).

oculometric avatar Oct 07 '24 12:10 oculometric

Faced this also on one of my player computer, with Forward + and 4.3 stable. It also have the weird glow from #101604 It looks alright until you enable "Read Sky Light". Then it become glowy and show entirely off colors.

SDGFI was a nice choice, because it looks pretty out of the box and I have procedural geometry.

Their specs are: Driver: Intel(R) Iris(R) Xe Graphics DirectX Driver Name: igdumdim32.dll Driver Version: 32.0.101.6078 DirectX Driver Version: 32.0.101.6078 Driver Date: 9 13 2024

Elesh-Norn avatar Feb 15 '25 10:02 Elesh-Norn

Hey all, I'm really happy to announce that using the new 4.4 dev 4 build, I enabled SDFGI in a project, and no crappy lighting appeared! For some of them. In the project I had previously screenshotted, the new update did not change anything for that scene specifically. When my character was not exposed to the light from the directionLight3D (inside another object) the lighting looked fine. It looked as it should, and no I did not change a single thing about my PC. Calinou and any other project leads for godot, ya'll are absolutely amazing thank you. This is a huge step up from previously, even if there's still some things to be done.

Edit: For those interested, here is what I mean about the direct light thing

Image

Image

RBbooms avatar Feb 19 '25 00:02 RBbooms

Hi there,

I also have this issue on the intel arc a750 card. I tried godot 4.4 with the latest arc drivers. can confirm this issue is still there.

I'm not a render/graphics programmer, but I do have the intel arc card so If anyone is looking at this and needs someone to help test this on the intel GPU I'll gladly help as best I can.

I would love to know if this is still the same on a battlemage GPU.

MikeLundahl avatar Mar 06 '25 23:03 MikeLundahl

For anyone running into this, this issue is likely not present in Intel's Direct3D 12 driver. This means you can avoid it by switching to the d3d12 rendering driver for the windows override in the Project Settings.

Calinou avatar May 07 '25 22:05 Calinou

For anyone running into this, this issue is likely not present in Intel's Direct3D 12 driver. This means you can avoid it by switching to the d3d12 rendering driver for the windows override in the Project Settings.

I'm sorry to report that this did not work for me. Just tried it with Godot 4.4.1

Windows 11 Intel Arc A750 (with driver v32.0.101.6790)

Image

Image

MikeLundahl avatar May 08 '25 07:05 MikeLundahl

Can we maybe disable this on windows intel then by default? I think having no gi will in most cases be less intrusive than the current state.

betalars avatar Oct 10 '25 12:10 betalars

Hello, I'm also having this same issue with Intel Arc B580 on windows, latest drivers(32.0.101.8250), latest godot version 4.5.1. Tried both vulkan and d3d12.

DjokiTheKing avatar Nov 28 '25 23:11 DjokiTheKing