Comments (1)
- Related to #90277.
Old Intel IGP drivers have been unsupported for years, so it's unlikely we'll be able to fix the issue. Not to mention these IGPs are too slow to use SSIL with playable framerate anyway. Running SSAO smoothly is already challenging on those IGPs 🙂
I would probably just look at detecting the GPU model name and disabling SSIL if the model name matches a list of GPUs with known issues. This is only required on Windows, as Linux uses Mesa graphics drivers which probably work fine here (even if they'll be slow in this particular case).
Also I noticed that the editor camera was not set to VFOV = 10 deg when importing the project to another machine. It does affect the SSIL but does not explain the whole issue.
Editor camera FOV is set on a per-scene basis but is not stored in version control. It's stored somewhere in the .godot/
folder if I'm not mistaken.
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Related Issues (20)
- Changing root viewport size while in fullscreen mode leads to weird results
- Mismatch between the actual scale of a CollisionShape2D object and the scale displayed in the inspector tab
- Physics interpolation seems to break Sprite2D HOT 5
- Import a large glb file (778MB) which contains 800 models will crash the editor. HOT 14
- Script editor no longer scrolls when you move line with Alt+Up/Down HOT 1
- USERDATA does not work when using GPU trails
- Spline interpolation for glTF wrongly uses Bezier instead of Hermite
- Debug menu tool tips have a transparent background making it hard, if not impossible, to read when it's shown over scripts HOT 2
- Callable.callv() will make call with wrong arguments if a const Array is passed
- Fonts with LCD Subpixel Antialiasing do not respect control's Modulate when using Forward+ or Mobile renderer HOT 2
- Queue free on node with script running async coroutine with tree timer still lets coroutine run one last time on next frame HOT 2
- "pressed" signal sometimes fails to be emitted for Button and CheckBox in Android export
- Windows can go into a state where right click doesn't rotate camera
- (EditorInspectorPlugin) `add_property_editor()` sometimes fails to catch stale reference before casting, crashes editor with segfault error. HOT 5
- Inconsistent and Broken Skipping Cursor in Editor - Godot 4.3 Beta 2 Custom HOT 2
- C# CreateTimer() does not get freed HOT 4
- when enable physics/common/physics_interpolation, the behavior of the game becomes very strange. HOT 3
- Popup menu with "Prefer Native Menu" enabled updates visually, without properties updating HOT 1
- If Prefer native menu is enabled after displaying a popupmenu at least once, it displays in odd location HOT 1
- Linking a PopupMenu to a StatusIndicator forces the PopupMenu to use the Prefer Native Menu option HOT 3
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