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DOF broken in mobile renderer #110383

@Kajinor

Description

@Kajinor

Tested versions

Reproducable in: 4.4.1.stable, 4.5.rc1

System information

Windows 11, Godot 4.4.1.stable/4.5.rc1, NVIDIA Geforce RTX 4070

Issue description

DOF (Depth of Field) appears to be broken in 4.4.1.stable / 4.5.rc1 with Mobile renderer. It works fine with Forward+ renderer.

"Broken" means that the distance settings have no effect, everything is either always blurred or not blurred. It also depends if you choose far or near, I think for near if you set like 4000m it stops being blurred suddenly.

The funny thing is that the preview window for the Camera3D node inside the inspector panel shows everything correctly(!). Just in the running game it is not working.

I still hope I am just missing something here, but I guess its another mobile bug.

EDIT: I investigated a bit more and I figured out that if I disable MSAA it works with Mobile renderer. Maybe this is intended for performance reasons or something? Could imagine some issues here. I don't necessarily need MSAA on a mobile device I think. Good enough if it works on Forward+. But I think it should be documented and perhaps there should be a warning popping up: "DOF doesn't work with MSAA enabled on Mobile Renderer" or something.

Steps to reproduce

Open the MRP with Mobile renderer, select the "main.tscn" scene and run the scene. You will see that all the cubes are clearly visible. If you check the inspector preview of the Camera3D node, you will see that half of the cubes are blurred as it actually should be in the game too. If you switch to Forward+ you will see everything is fine.

Minimal reproduction project (MRP)

dof_bug_mrp.zip

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