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YorickCustomer
Hey Yuri,
That is great news, it would really help us for a project that is already going live in January.
Would it be possible to place it a big higher on the prio list?YorickCustomerHi Yuri,
Thanks for the preview, but can you give us an update on the AO and AA issue that has been reported almost a year ago https://www.soft8soft.com/topic/areas-with-ao-have-much-higher-aliasing/ ?
People on the forum are suggesting us to migrate to a better technology and that’s not really the solution we were hoping for…
YorickCustomerHi Verge,
Can we get an ETA on this one please?
This has a tremendous impact on the quality of our work.YorickCustomerWe have tested all the pre-releases and final version: no improvement.
Looks like 2013 graphics.YorickCustomerWe are still desperate for a better implementation.
Can we please get an update when this will be fixed? This has already been reported in September 2021.YorickCustomerThanks, we will check it out.
Could we also get an update on the AO + AA bug that has been reported 6 months ago please? Not only by us, but also other people.
YorickCustomerThanks, we will check it out.
Could we also get an update on the AO + AA bug that has been reported 6 months ago please? Not only by us, but also other people.
YorickCustomerCan we get an update on this one from the Verge3D Team?
This has been reported by us already half a year ago:
<iframe class=”wp-embedded-content” sandbox=”allow-scripts” security=”restricted” style=”position: absolute; clip: rect(1px, 1px, 1px, 1px);” title=”“Areas with AO have much higher aliasing” — Soft8Soft” src=”https://www.soft8soft.com/topic/areas-with-ao-have-much-higher-aliasing/embed/#?secret=OqpjH31aST” data-secret=”OqpjH31aST” width=”600″ height=”338″ frameborder=”0″ marginwidth=”0″ marginheight=”0″ scrolling=”no”></iframe>
We are desperate for a solution: it has an extremely big impact on some of our models with a lot of straight lines.
We are running the latest version and also tried out the pre release of 4.0 pre1.
Even with a pixel ratio of 2 (resulting in 3.3m pixels) it still doesn’t look good.
Attached you can find a comparison between pixel ratio 1 vs 2: equally bad.
We really NEED a fix for this. Can we please get an update about this ASAP?
YorickCustomerThis has been reported by us already half a year ago:
We are desperate for a solution: it has an extremely big impact on some of our models with a lot of straight lines.
We are running the latest version and also tried out the pre release of 4.0 pre1.
Even with a pixel ratio of 2 (resulting in 3.3m pixels) it still doesn’t look good.
Attached you can find a comparison between pixel ratio 1 vs 2: equally bad.
We really NEED a fix for this. Can we please get an update about this ASAP?
Attachments:
You must be logged in to view attached files.YorickCustomerHi Yuri,
We make models for customers all over the world as a SAAS software company.
We can not expect them to install something extra to work with our software.Kind regards,
yorickYorickCustomerTo clarify: we’re talking about two separate issues.
- We will do a FPS test with the loading in the background and get back to you.
- When appending a scene, we are unable to make it use the material in the fist scene. How can we do this?
YorickCustomerboth on my laptop (dell xps 15):
windows 10 pro
intel i7 8750H
16GM RAM
intel UHD 630
GeForce GTX 1050 Tiand my cellphone (Oneplus Nord):
Android 11
Qualcomm SM7250 Snapdragon 765G
12GB RAM
Adreno 620important fact:
on my pc the browser doesn’t report the discrete GPU when visiting https://jdashg.github.io/misc/webgl/low-power.html
but only the integrated one for both “low-power” and “high-performance”on my cellphone it mentions the Adreno 620 for both “low-power” and “high-performance”
YorickCustomersome feedback:
when we set ctxSettings.powerPreference = ‘high-performance’;
it makes it unusable on different machines with only integrated GPUs available to the browser
(you can check which GPUs are available to the browser with this code: https://jdashg.github.io/misc/webgl/low-power.html)
AND it also creates some artifacts
it’s really unusably slow, even though it works OK without powerPreference = ‘high-performance’;So it seems like setting that powerPreference uses a lot more GPU resources (too much for an integrated GPU in our case)
When the browser has access to a dedicated GPU for high performance (again, you can check like this: https://jdashg.github.io/misc/webgl/low-power.html) then it does work fine
YorickCustomerHi Alexander,
are you refering topowerPreference: 'highPerformance'
or to something else?
Is it something we could manually set in the file at the moment?YorickCustomerLooking forward to taking it for a spin!
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