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Vulkan: Normal buffer view broken when using MSAA on NVIDIA GPUs #62955
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Closed issue, problem is gone in (not specifically) Godot 4.0 beta 16. |
The issue still persists, but only on NVIDIA cards. Since I opened this issue I have switched to AMD, so this should have been closed. |
I can confirm this on 4.0.rc 493e932 (Linux, GeForce RTX 4090 with NVIDIA 525.85.05):
MSAA artifacts on the right side aren't always identical – I tried to go back to disabling MSAA and setting 2× MSAA again, and the artifacts that appeared on the right were different. In comparison, enabling TAA, FXAA and debanding doesn't have any effect on the normal buffer (as expected). |
Got same problem on Godot 4.0.2.stable.official 7a0977c edit: seems the data in normal buffer is actually correct, maybe it's just something went wrong when editor tries to draw it. |
Godot version
v4.0.alpha11.official [afdae67]
System information
Windows 11, Vulkan Desktop, GTX1060 with 516.59 studio drivers
Issue description
Normal buffer view breaks when enabling MSAA.
Images:
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Normal buffer without MSAA
Normal buffer with 2x MSAA
Steps to reproduce
Minimal reproduction project
No response
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