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[FIXED in 4.13 pre2 :) ] Banding with AO on android

Home Forums Graphics / Blender [FIXED in 4.13 pre2 :) ] Banding with AO on android

Viewing 13 posts - 1 through 13 (of 13 total)
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  • #87461
    martenmonoz
    Customer

    Hi everyone,

    I’m experiencing an issue with visible banding artifacts whenever Ambient Occlusion (AO) is enabled in my app. The problem only appears on Android devices; I don’t see it on desktop.

    I’m using Verge3D 4.12 and Blender 5.0.

    Does anyone know what might be causing this issue on Android devices? Is there a way to eliminate or reduce the banding while keeping Ambient Occlusion enabled?

    Any help or suggestions would be greatly appreciated.

    Thanks in advance!

    Attachments:
    #87463

    Hi,
    What kind of Android device you use? Also please share the content of webgl report page, especially Unmasked Vendor/Unmasked Renderer lines.

    Soft8Soft Tech Chief
    Want more Verge3D updates? Follow me on X, Facebook, or LinkedIn

    #87465
    martenmonoz
    Customer

    Hi,

    A Google Pixel 6 Pro and a NothingPhone 2.
    edit: (UV:Google.Inc UR Angle (ARM for pixel and Qualcomm for NothingPhone)

    • This reply was modified 1 month, 3 weeks ago by martenmonoz.
    #87467

    I see,
    You’re using Chrome browser to launch the app?

    Soft8Soft Tech Chief
    Want more Verge3D updates? Follow me on X, Facebook, or LinkedIn

    #87469
    martenmonoz
    Customer

    Yes we use chrome.

    #87471

    Thank you for the info, we’ll take a look. BTW can the issue be reproduced when running our stock Ambient Occlusion demo?

    Soft8Soft Tech Chief
    Want more Verge3D updates? Follow me on X, Facebook, or LinkedIn

    #87472
    martenmonoz
    Customer

    Yes the standard demo has the same problem.

    #87477
    backpackvacuum
    Customer

    I coincidentally came here to ask about the same issue.

    I actually do have an android device that doesn’t have the banding issues. It’s a Samsung Galaxy A55. Attached is the webgl report for it.

    I’ve tested on a Pixel 8 and an S24, and both of those have the banding issue.

    #87490

    Thank you for the screenshots. It helps a lot! I have good news too. We’ve finally figured it out and are going to fix this issue in the upcoming Verge3D update. Stay tuned!

    Soft8Soft Tech Chief
    Want more Verge3D updates? Follow me on X, Facebook, or LinkedIn

    #87492
    martenmonoz
    Customer

    Hi Alexander,

    Good news, and thanks for the quick response!

    I have one remaining question: do you have an approximate release date for the next Verge3D update? Our customers are currently experiencing this bug on our website, so we would like to fix it as soon as possible.

    In the meantime, I might be able to create a temporary workaround by disabling AO on Android devices via the Exec Script puzzle.

    Thanks again!

    #87495

    Verge3D 4.13 pre2 can be expected later this month. As a temporary workaround you can disable postprocessing altogether on Android devices, e.g. by using the snippet below:

    Soft8Soft Tech Chief
    Want more Verge3D updates? Follow me on X, Facebook, or LinkedIn

    #87500
    martenmonoz
    Customer

    Thanks for the ETA! we use Bloom for fireplaces and lighting.
    So i’ll try something like this:

    (function () {
        var gtaoFactor = 0;
    
        appInstance.enablePostprocessing([
            {
                type: 'gtao',
                distance: 0.2,
                factor: gtaoFactor,
                precision: 0.250,
                bentNormals: true,
                bounceApprox: true
            }
        ]);
    
        appInstance.enableRendering();
    })();
    #87501

    :good:

    Soft8Soft Tech Chief
    Want more Verge3D updates? Follow me on X, Facebook, or LinkedIn

Viewing 13 posts - 1 through 13 (of 13 total)
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