Preferences Interface Line Width "Thick" turns Viewport blurry #93023

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opened 2021-11-11 20:56:58 +01:00 by Malene Thyssen · 7 comments

System Information
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.47

Blender Version
Broken: version: 2.93.5, branch: master, commit date: 2021-10-05 12:04, hash: a791bdabd0
Worked: I have only experimented with Line Width "Thick" the past week and only noticed issues yesterday. I did a clean install of Blender today because of issues with the Viewport Render view in my older 2.93 version. Before installing Blender 2.93.5 I updated Nvidia driver and Windows updates. It was not till this new Blender version was installed I realized it was the Line Width that messed with the rendered view.

Short description of error
With Line Width set to "Thick" the Viewport Rendered View will turn a blurry grainy version compared to when Line Width is set to Default. The "effect" can be toggled on and off changing the Line Width.

Exact steps for others to reproduce the error
I have that default material tester sphere in the scene. A camera and a HDRI set up as World Lighting. + 3 materials for the three objects in the scene.
The Blender version is downloaded and installed a few hours ago. I am using my own theme from my old Blender version, but this issue happens in the "Blender Dark" theme too.

I am Rendering with Cycles + GPU Compute and OptiX turned on for NVIDIA GeForce GTX 1070 and Intel Core i7-4770K CPU @ 3.50GHz

Line Width DEFAULT.jpg

Line Width THICK.jpg

**System Information** Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.47 **Blender Version** Broken: version: 2.93.5, branch: master, commit date: 2021-10-05 12:04, hash: `a791bdabd0` Worked: I have only experimented with Line Width "Thick" the past week and only noticed issues yesterday. I did a clean install of Blender today because of issues with the Viewport Render view in my older 2.93 version. Before installing Blender 2.93.5 I updated Nvidia driver and Windows updates. It was not till this new Blender version was installed I realized it was the Line Width that messed with the rendered view. **Short description of error** With Line Width set to "Thick" the Viewport Rendered View will turn a blurry grainy version compared to when Line Width is set to Default. The "effect" can be toggled on and off changing the Line Width. **Exact steps for others to reproduce the error** I have that default material tester sphere in the scene. A camera and a HDRI set up as World Lighting. + 3 materials for the three objects in the scene. The Blender version is downloaded and installed a few hours ago. I am using my own theme from my old Blender version, but this issue happens in the "Blender Dark" theme too. I am Rendering with Cycles + GPU Compute and OptiX turned on for NVIDIA GeForce GTX 1070 and Intel Core i7-4770K CPU @ 3.50GHz ![Line Width DEFAULT.jpg](https://archive.blender.org/developer/F11794453/Line_Width_DEFAULT.jpg) ![Line Width THICK.jpg](https://archive.blender.org/developer/F11794455/Line_Width_THICK.jpg)
Author

Added subscriber: @MaleneThyssen

Added subscriber: @MaleneThyssen
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Added subscriber: @lichtwerk

Added subscriber: @lichtwerk
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Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
Member

Can confirm, it is not just in rendered view, I can see the same in solid (first is bad, second is good):

{F11796098 size=full}
{F11796103 size=full}

Can confirm, it is not just in rendered view, I can see the same in solid (first is bad, second is good): {[F11796098](https://archive.blender.org/developer/F11796098/image.png) size=full} {[F11796103](https://archive.blender.org/developer/F11796103/image.png) size=full}
Philipp Oeser changed title from Preferences Interface Line Width "Thick" turns Viewport Shading Rendered View blurry to Preferences Interface Line Width "Thick" turns Viewport blurry 2021-11-12 09:37:54 +01:00
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Added subscriber: @Harley

Added subscriber: @Harley
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This might be a issue, but I'm not yet convinced its an issue...

When testing in solid view, be careful of the "outline" option as that will respect line width. It puts an outline of line-width around objects so that is meant to be wider with wide lines.

But with that option turned off in sold view, or when in rendered view....

The primary thing that changes as you toggle "wide lines" on and off is the space between editors and (sometimes) the height of headers, etc. The result of this is that the size of the 3DView gets smaller and the view compensates for this. It isn't that the rendered view remains identical, but it zooms in slightly, the same way the view resizes when you drag to make the window smaller. It is difficult to compare images of slightly different zoom level. But generally if you compare an image at 100% against an identical image reduced to 99.9% you would prefer the larger if you compare them carefully. This is mostly because our brains are better at finding those parts that look worse - parts of greater noise or where parts might align better with the pixel grid. But we aren't as good as seeing the parts that are actually better.

So again, not saying this is not a problem. It might be.

But the only way to test this properly is take a capture at a known size of 3D editor. Then turn on wide lines and then resize the editor to compensate, so that the view sizes are identical. Then take a capture to compare. Overlay one onto the other as layers in a program like Gimp, temporarily putting the top layer at 50% to ensure that they align features perfectly.

I'd guess if the view is identical and the viewport visible size is identical that they'd be pixel-to-pixel identical.

This *might* be a issue, but I'm not yet *convinced* its an issue... When testing in solid view, be careful of the "outline" option as that will respect line width. It puts an outline of line-width around objects so that is meant to be wider with wide lines. But with that option turned off in sold view, or when in rendered view.... The primary thing that changes as you toggle "wide lines" on and off is the space between editors and (sometimes) the height of headers, etc. The result of this is that the size of the 3DView gets smaller and the view compensates for this. It isn't that the rendered view remains identical, but it zooms in slightly, the same way the view resizes when you drag to make the window smaller. It is difficult to compare images of slightly different zoom level. But generally if you compare an image at 100% against an identical image reduced to 99.9% you would prefer the larger if you compare them carefully. This is mostly because our brains are better at finding those parts that look worse - parts of greater noise or where parts might align better with the pixel grid. But we aren't as good as seeing the parts that are actually better. So again, not saying this is not a problem. It might be. But the only way to test this properly is take a capture at a known size of 3D editor. Then turn on wide lines and then resize the editor to compensate, so that the view sizes are identical. Then take a capture to compare. Overlay one onto the other as layers in a program like Gimp, temporarily putting the top layer at 50% to ensure that they align features perfectly. I'd guess if the view is identical and the viewport visible size is identical that they'd be pixel-to-pixel identical.
Philipp Oeser removed the
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label 2023-02-09 15:13:07 +01:00
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I also noticed this recently. In case of Cycles rendered view forcing 1x pixel size in Render Properties > Performance > Pixel Size fixes this. It seems that automatic option of detecting pixel size is respecting the line width setting for some reason and set it to 2x.

I also noticed this recently. In case of Cycles rendered view forcing 1x pixel size in `Render Properties > Performance > Pixel Size` fixes this. It seems that automatic option of detecting pixel size is respecting the line width setting for some reason and set it to 2x.
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Reference: blender/blender#93023
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