sebastian.vesenmayer Posted October 21, 2020 Share Posted October 21, 2020 Hello, we are getting very heavy visible ghosting when we are setting the viewpoint inside a cockpit with alpha blended front windows of a car. It is reproducable with an alpha blended plane in front of the material ball in the test scene. If you are approaching the plane the ghosts drift apart more and more. Disabling "Deferred Buffers" on the material will work arround this. But we are experiencing also ghosting of the vehicles opaque geometry when moving with the vehicle in a cockpit or chaseview. Is there a function to eliminate this behavior for a node tree? We can observe this in 2.10 to 2.12 version of the engine. Thanks 2020-10-21 13-43-25.mkv Link to comment
silent Posted October 22, 2020 Share Posted October 22, 2020 Hi Sebastian, I guess on video there is a first use-case (which can be fixed by disabling Deferred Buffers)? Is there any videos for the second use-case? Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
sebastian.vesenmayer Posted March 3, 2021 Author Share Posted March 3, 2021 Hello silent, i made a little reproducer too show you what is happening exactly when chasing a Geometry with the cam. I have added a 2.13 project to the attachments. Thanks ghosting_reproducer.zip Link to comment
silent Posted March 3, 2021 Share Posted March 3, 2021 Sebastian, Thank you, that's very helpful. We did changes in TAA algorithms to reduce the "internal" ghosting, but on this case with "external" ghosting we didn't have much time to spend. I will rise priority of this task and we will see what we can do about it in the next releases. Btw, what is your typical frame-rates when you see this in your projects? Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
sebastian.vesenmayer Posted March 3, 2021 Author Share Posted March 3, 2021 We are running between 30 and 60 fps at the moment. The reproducer screenshot has been running with 60 fps. Link to comment
silent Posted March 3, 2021 Share Posted March 3, 2021 Can you check if disabled Fix Flicker option will result in a better results in your project? In your sample ghosting is no longer visible with render_taa_fix_flicker 0. 1 How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
sebastian.vesenmayer Posted March 3, 2021 Author Share Posted March 3, 2021 Yes this did the trick Link to comment
silent Posted March 3, 2021 Share Posted March 3, 2021 For now I think this would be a proper solution. We will investigate this behavior further and see what is wrong with fix flicker option. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
sebastian.vesenmayer Posted March 3, 2021 Author Share Posted March 3, 2021 Disabling the fix flicker option, did also resolve the outlining issue. 1 Link to comment
sebastian.vesenmayer Posted April 22, 2021 Author Share Posted April 22, 2021 Hello, has this issue been adressed in the 2.14 release? I still have this problem with fix flicker. Thanks Link to comment
silent Posted April 22, 2021 Share Posted April 22, 2021 Disabled Fix Flicker option is the only possible way to fix that kind of artifacts. We tried couple of different approaches, but nothing is really helpful when object is moving at the same speed as camera. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
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