[Bug ?] "Game Mode" giving incorrect mip-maps?

Hi,

I’m facing a curious visual (bug ?) thing currently on my character. If I enable the real-time option everything if fine, but if I enable the “Game Mode” in addition of the Real-time of the viewport, a lot of textures that I use for blending details are heavily deteriorated. What could be the cause ? I’m thinking about mip-maps, but the thing I don’t understand is why even very close the maps are still in low quality. Even more strange is the fact that once I move the camera, the map get back to their normal quality.

This is especially visible with my noise textures (used on the glowing parts) and a normal map blended on the hands of my character.


Build info :

  • Version : 1711197
  • Install path : C:\Rocket

Specs :

  • OS : Windows 7 x64
  • RAM : 16 GB
  • Graphic Card : GTX 660 (drivers 320.49)

Noise (editor mode) :


Noise (game mode) :


Static camera :

Moving camera :

The editor by default uses FXAA as the anti-aliasing solution. Once you enable the game-mode you get the runtime anti-aliasing solution which is a form of Temporal AA. The transition when toggling between FXAA and Temporal AA can leave some artifacts on the screen. Once the view is moved the artifacts go away.

As for the noise material case, the Temporal AA requires accurate motion vector field in order to work correctly. Quickly animating a material on a surface does not generate any motion vector field so the Temporal AA has a problem in that case.

Does this mean I don’t have any workaround for the moment ? A fix could be possible ?

Some other notes which may be useful,

(1.) If you are developing a mobile-only title, the temporal AA does not apply, and you can turn off anti-aliasing.

(2.) If you are developing a PC title you can switch to FXAA using the following setting in a post process volume: Misc->AA Method->FXAA (instead of TemporalAA). If you place this in a global post process volume, ie something with Post Process Volume->Unbound checked, then it will effect the entire map.

Switching to FXAA with (2.) is the best workaround currently.

Hey Fabrice,

I was able to duplicate it. I put it in for our team to look at.

Best Regards,

Ryan

Hey Fabrice,

I am attempting to reproduce this but so far am unable to. Could you provide a bit more about the material itself, an example of it might help.

Best Regards,

Ryan

Sure !
I’m to reproduce the problem with a simple material. I have a noise texture stored in the alpha channel of a texture (2048x2048, sRGB disabled, default compression, LODGroup on World). You can see on the gif the switch between the editor view and the game mode (the game mode is blurred).

fx_gamemode_problem.gif