Large soft shadows converge to an incorrect result in EEVEE viewport. #96623
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Reference: blender/blender#96623
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System Information
Operating system: Linux-5.16.0-3-amd64-x86_64-with-glibc2.33 64 Bits
Graphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.54
Blender Version
Broken version: 3.2.0 Alpha, branch: master, commit date: 2022-03-17 21:23, hash:
6d97a5f93c
Broken version: 3.1
Broken version: 3.0
Broken version: 2.93
Broken version: 2.92
Broken version: 2.91
Broken version: 2.90
Broken version: 2.83
Broken version: 2.82
Broken version: 2.81
Broken version: 2.80
Short description of error
When rendering large soft shadows in the EEVEE viewport, it converges to an incorrect result at high sample counts. Here are some examples:
F12
) - 16,384 Samples (To be used for comparison)Exact steps for others to reproduce the error
2m
EEVEE viewport sample count
to something like 16,384 and letting it process.F12
) and the same sample count and compare it to the viewport result. Notice that it's very different.Note: Soft shadows is enabled by default in EEVEE in modern versions of Blender. But depending on your defaults, you might have to enable it. It's in {nav Render Properties Editor > Shadows > Soft Shadows}
Added subscriber: @Alaska
Added subscriber: @lichtwerk
Changed status from 'Needs Triage' to: 'Confirmed'
Can confirm.
Added subscriber: @fclem
This is because we use a lower bitdepth for our accumulation buffers to save memory when rendering in viewport. At some points, the rounding introduced at the storage step gets noticeable. You can notice it also affects the antialiasing.
We might consider switching to a higher bitdepth if the final sample count is high but it would be weird to have this implicit change of behavior. Unless there is a way to avoid this rounding error but I am not aware of any.