godot: High frame delay causes rendering issues with auto exposure enabled [GLES3]
Godot version: 3.1.alpha 5a03d50
OS/device including version: Windows 10 GPU: NVIDIA GeForce GTX 1070 MQ, driver: 411.63 GPU: Interl UHD Graphics 630
Issue description:
When game starts, just as first scene renders, it appears for a brief second frozen, with distorted colors:
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Steps to reproduce: Unable to reproduce in minimal project. Issue can be observed with demo version of ΔV: Rings of Saturn 0.20.0, available on itch.io - observed with windows builds.
It might be related to loading resources and auto-exposure of WorldEnvironment. Going to work around it by providing blank/black initial scene.
About this issue
- Original URL
- State: open
- Created 6 years ago
- Comments: 17 (17 by maintainers)
Isolated to this minial project. Took a while since I was stripping down my production code.
It is triggered in my case by:
It seems to only happen with the GLES3 driver, not GLES2. CC @clayjohn.
@lekoder just installed mentioned update manually, this hasn’t fixed the issue for me, maybe it was due to graphics driver update?
Btw, this auto-exposure issue can be easily reproduced with:
This simulates high CPU load and introduces enough delay.
I gave the issue some thought and I have a hypothesis. There are two separate things happening:
WorldEnvironmentAuto Expose starts up with maximum exposition in the first frame and adjusts to actual exposition in subsequent frames. This usually goes unnoticed, however…