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MeshStandardMaterial artifacts on many mediump devices since March 2016 (Nexus 5, Samsung Galaxy.) #9515
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Note that this issue impacts iOS as well (at least iPhone 6s) |
@dirtybluejeans can you reproduce using the example that I used? Can you share a screenshot of the reproduction. I could not reproduce this morning with that scene on an iPad Touch 6 (equivalent to iPhone 6) nor on an iPad Air 2. |
Those bullets are there actually. Those it seems like it is clipping going on in your scene that isn't in mine. I do not see shader artifacts, rather I just see clipping artifacts in your posted examples. |
You are right, those are actually bullets. Funny though that they show through only at certain angles (usually where they would have a specular spot). I'll look again for shader artefacts. |
Here's another go at it. Very hard to spot, considering I've having serious issues with the clipping when on lowp (should I file a separate bug for it?). I did spot some dots (marked) on the barrel at some angles (you can also spot the clipping happening further up the barrel, so these artifacts aren't due to it). When I originally reported this issue, I was seeing it primarily on very high specular spots (where material roughness was zero or close to it. I haven't found such areas in the current scene, which might be why it can't be spotted so easily (in this scene). |
Also spotted some 'moire' like patterns on the Macbook (on lowp), but didn't give it much thought then. Only when I didn't see them in highp I thought I'd go back and take pictures, but couldn't replicate the same set of params. Will put up a picture if I see that happening again. |
I believe that @spidersharma03 has time to look into this. He has both a Macbook and a Nexus 5. |
Let me try to see the cause of the issues, and hopefully get a fix :-) |
@bhouston should I open a separate issue for the weird clipping happening on lowp, since it's not due to shader bugs? The clipping doesn't happen when I switch to highp. |
I am sorry, but couldn't get time to look into this issue this time :-( |
guys, is there any action on this? Also, @bhouston, should I open a separate issue for the weird clipping happening on lowp, since it's not due to shader bugs? The clipping doesn't happen when I switch to highp. |
Description of the problem
There are still artifacts with MeshStandardMaterial on mediump devices, such as a Nexus 5:
This is just zooming into the Standard material example scene as of August 15, 2016: http://threejs.org/examples/#webgl_materials_standard
Nexus 5:
Nexus 5:
Samsung Galaxy Core:
This was previously discussed here: #8353 (comment) and also here: #9501 and here #8349
In our Clara.io fork of ThreeJS we resolved this by forcing
highp
precision but this imposes a performance issue.I suggest that we look at other mobile friendly PBR engines (OSG.js, Babylon.js, UE4?) to see how they deal with this precision issue. I suspect they are modify the shading equations to avoid these precision issues.
Three.js version
Browser
OS
Hardware Requirements (graphics card, VR Device, ...)
I have reproduced the error on Nexus 5, Samsung Galaxy Core.
It does not reproduce on iPod touch 6, nor does it reproduce on an iPad Air 2.
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