Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

3.2: Software Skinning being used despite hardware capability #42768

Closed
lyuma opened this issue Oct 13, 2020 · 1 comment
Closed

3.2: Software Skinning being used despite hardware capability #42768

lyuma opened this issue Oct 13, 2020 · 1 comment

Comments

@lyuma
Copy link
Contributor

lyuma commented Oct 13, 2020

Godot version:
0a2a93b

OS/device including version:
Windows 10 [10.0.18362.1082]
NVIDIA GeForce RTX 2080 Ti
Driver 452.06

Issue description:
With the new PR that landed, Godot appears to be using software skinning (as evidenced by a new rendering bug) both in a case where I created a new project and in a case where I open an older existing project.

The expected behavior is to whitelist the specific low-end hardware which needs to use software skinning, so as to not degrade performance on high-end systems.

Steps to reproduce:

  1. Make a new project
  2. Import a GLB with blend shapes.
  3. Switching tabs to a model with blend shapes is perceptibly slower (I think about 0.2 seconds, compared with instantaneous) with a new release build compared to 3.2.3.stable. See here for the test project with this model regression in 3.2 branch: nondeterministic Blend shape rendering glitch #42767

Minimal reproduction project:
https://github.com/godotengine/godot/files/5371719/GLTFBug.zip

@akien-mga
Copy link
Member

Regression fixed by #42846. (#37854 is still valid.)

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

4 participants