3d viewport shimmers when moving mouse over the interface in Solid & Lookdev modes #62961
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Reference: blender/blender#62961
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System Info attached system-info.txt
Added subscriber: @TheJanitor
#72967 was marked as duplicate of this issue
#70558 was marked as duplicate of this issue
#69823 was marked as duplicate of this issue
Added subscriber: @Jeroen-Bakker
This comment was removed by @Jeroen-Bakker
Added subscriber: @ZedDB
I can confirm that the viewport seems to redraw
Yes this is because of the TAA and how the gizmos are drawn.
Fixing this would require increasing the Vram usage to have an isolated buffer only for gizmos.
Another way would be to have a dedicated redraw tag to avoid redrawing the shaded mesh (like cycles does).
Just to make clear, this isn't just gizmo related, just an example.
Yes anything that tags the viewport for redraw will reset the TAA if it has already converged. This is because the TAA also uses the redraw tagging for refreshing.
Added subscriber: @RafaCM
Added subscriber: @blenderrocket
Added subscriber: @fclem
Added subscribers: @deadpin, @iss
Added subscriber: @JacobMerrill-1
previously - in old bge there was a concept of scenes and overlay scenes, background scenes
I think these were indeed separate buffers
This allowed us to render a scene offscreen and slap it over the top of another scene in real-time
Maybe this type of system could be restored but implemented in the compositor node code
ticking 'dont draw ui' simply skips rendering that buffer all together?
Added subscriber: @xdanic
I also noticed it happens when rotating or panning, and without any gizmo or overlay. Kind of a workaround, but when I use the theme Oddysey (On the call for content thread) is not as evident, I changed to the default theme and that's were I noticed this bug.
Operating system: Windows-10-10.0.18362 64 Bits
Graphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66
Added subscriber: @ArtemBataev
This issue was referenced by
d82c3d8615
Changed status from 'Confirmed' to: 'Resolved'