Turning on HalfRes on a Samsung A32 turns a part of the scene black/dark
woondossier opened this issue · comments
I'm not sure what could be causing this. Do things work smoothly without half-res?
Yes it's something in the down/upscaling that causes this it seems, we've tried toggling depth aware on/off and that didnt change anything. As soon as half res is turned off it works fine.
We've tested it on other mobiles devices we have here in the office/our personal devices: 1+ 9 Pro and 6T, iPhone X, two old iPad pros and a Samsung galaxy tab S7 and a Pocophone F1.
Perhaps it has to do with the use of MRT - does the Samsung A32 support that?
I've just tried a MRT example and it seems to work fine, the only real difference I can think of is all other devices are Qualcomm/Exynos/Apple based and this is the only MediaTek device.
But it's a MediaTek Dimensity 720 which uses a Mali G57 based gpu that supports all the same APIs (opengl es 3.2/vulkan 1.1) as the Snapdragons that are working fine.
In this case, I'm really not sure what could be going wrong - sorry!
I had a similar problem, I posted about it here but I think the issue had been closed at the time so I think you must not have seen it.
This was on Moto G4, Moto G5, Moto G8 where I would get vertical banding and the SSAO would be in the wrong place on the screen. A problem would also happen on iPad Air (iOS 15x) where I get a black screen (both in Safari and Chrome).
Oh. Oh. OH MY GOD IM AN IDIOT.
I forgot to specify a highp sampler. Let me see if that fixes it.
Does it work now - try 1.6.4.
It worked perfectly for me on my Android devices, and the performance is amazing!
iOS is still a black screen, but this is an older device stuck on iOS15 so I shouldn't lose sleep over it. Maybe halfRes uses an unsupported GPU function here.
Yes - try the MRT threejs example mentioned earlier... if that doesn't work, the issue isn't N8AO-centric.
@N8python I suspect some recent changes have screwed up the halfRes mode again. In your official example, if I turn on halfRes, the AO looks as if it's inverted.
In my own app which uses vanilla three.js without postprocessing
, the behavior is a bit different. The AO map looks weird if only I start rotating the camera up.
WEIRD - looking into it immediately.
Should be fixed in the latest version - 1.6.6.
The fix works. Thanks.
Glad to hear it!