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I'm getting these strange image artifacts when I attempt a low-res 3D orthographic scene in Godot 4.4:

artifact_example

Here's my steps to reproduce:

  1. In MagicaVoxel, export the built-in "castle" example to *.obj format.

  2. In Godot 4, start a new project and set up a basic 3D scene (ground mesh, camera, directional light).

  3. Drag-and-drop the castle obj file into the scene, and create a basic BoxMesh3D as well for comparison.

  4. I'm going for a faux-2D orthographic look, so I follow the initial setup recommended in this video:

    • Set the project Viewport to 1080p.
    • Put my basic 3D scene under a SubViewport, and put this SubViewport inside a SubViewportContainer
    • Configure the SubViewportContainer to stretch to fit the canvas, and raise "Stretch Shrink" to 2 or greater to approximate a pixelated look.
    • Turn on "Nearest" texture filtering on the SubViewportContainer.
  5. Already the preview rendering shows the artifacts noted above; running the scene continues to show the rendering artifacts.

  6. Some assorted hypotheses I've had and things I've tried:

    • The Display > Window > "Stretch mode" project setting does not appear to affect this problem one way or the other (at least the disabled and viewport states).
    • The banding seen on the castle also affects the native Godot mesh in certain viewport resolutions--not seen in the screenshow above, but trust me :).
  7. As a last try, I tried switching the renderer from "Forward+" to "Compatibility" mode. Alas, that seemed to fix the issue, albeit with a new lighting issue:

enter image description here

So I'm left with a lot of questions:

  • Why is my debug run still appearing to run at 1080p or a resolution higher than the shrunken 540p or 360p? Is this an anti-aliasing setting that I need to disable somewhere? Is anti-aliasing the culprit?
  • Is this a known issue with the Forward+ renderer?
  • Is there some other configurations I could try (e.g. choose a driver) to try to mitigate this issue? I'd like to use the Forward+ renderer if possible.

Thanks in advance for any help or advice at all!

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2 Answers 2

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After posting this, I realized that the Godot editor UI itself exhibited this artifacting, so I began to suspect it was my computer's rendering of Godot itself. My suspicions were confirmed; it's an issue with NVIDIA drivers interacting poorly with Godot.

The original bug report on Godot's GitHub shows the exact same error I'm experiencing. For posterity:

Bugsquad edit: This issue has been confirmed many times already, and it's a problem with the latest Nvidia 572.16+ drivers. A lot of Vulkan applications seem to be affected, and Nvidia is aware of the problem.

Fixed in Nvidia driver 572.60, please upgrade your drivers.

https://www.nvidia.com/en-us/drivers/details/241091/

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rotate the model to correct orientation so that the edge is 45 degree angle to x-axis.

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  • \$\begingroup\$ Unfortunately I've already tried that. No dice! \$\endgroup\$ Commented Mar 10 at 3:01

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