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Scanlines/fickering tilemap on NVIDIA laptop (Moiré patterns due to mipmap aliasing) #55241
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Do the textures have mipmapping enabled? In the video, the artifacts look like mipmap artifacts from using mipmaps on a texture atlas. |
Not absolutely sure, aside from mipmapping as clayjohn says it could also possibly just be aliasing? (especially if filtering is off) This will occur when the source texels do not match up to a regular number of pixels on screen, especially when filtering is off, and is especially noticeable in some textures. |
So what should I try to do? |
You most likely need to enable Mipmaps to avoid visible Moiré patterns when the texture is not displayed at a 1:1 scale. |
Moiré patterns still visible with mipmaps enabled, I have to try to open project in another laptop and check if there is also this problem. Do you have any other suggestions? |
@Xarcaneo Please upload a minimal reproduction project to make this easier to troubleshoot. |
reproduction.zip |
Yes it looks like aliasing between the viewport size (lower resolution rendered surface), and stretching it to fit on a fractionally scaled window. If you set the test window size to e.g. 960x640 (i.e. double the original) you don't get the problem, or presumably with other multiples 1:1, 2:1, 3:1 etc. |
That's right, there is no Moiré patterns when I set that test windows size 960x640, but there are still visible gaps between tiles while e.g. jumping. For window size 1440x960 there are visible aliasing again, and I still have no idea how to make that project be able to resize to fullscreen on all PC devices without aliasing,. |
For the record, this issue was cross-posted on the Godot forums: https://godotforums.org/discussion/28093/weird-graphic-behavior-in-pixelart-platformer |
Solution: |
Closing per the above comment. Enabling Allow Hidpi by default was rejected in the past, but it may be considered again now that built-in 3D resolution scaling is available. We have no control over how Windows does its hiDPI scaling – only whether it's enabled (non-DPI-aware app) or not (DPI-aware app). Whether it chooses nearest-neighbor or linear scaling is something Windows does on its own. |
Godot version
Godot_v3.3.3-stable_win64
System information
Windows 10, GLES 3, INTEL(R) Core i7-7820HK CPU @ 2.90Ghz 8CPUs
Issue description
So I will appreciate any help because that project is important to me. I am making a game with 2D tilemaps but I have some problems with graphic glitches, I recorded video for you:
Glitch example 1
And also moved my tilemap to another project and there is the same problem, even in editor:
Glitch example 2
Pixel snap is on, filtering off, camera process mode set to physic, vsync on, I tried to switch from GLES3 to 2 but there is the same problem, I turned Nvidia rect ficker workaround but it doesnt help. I have no idea how to fix that. I tried GODOT 3.3.3 and 3.4
Steps to reproduce
Put the tilemap and player with camera then run the game and enjoy flicker.
Minimal reproduction project
No response
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