SSAO broken on windows
See original GitHub issueThis is how it looks on my machine:
And this happens on windows:
the first one runs 60fps, the other 2fps, it seems to really struggle for some reason.
do you know what it could be? i have it online here: http://warm-vessel.surge.sh and here’s a codesandbox: https://codesandbox.io/s/lllt8?file=/src/App.js
the AO config:
<EffectComposer multisampling={0}>
<SSAO samples={25} intensity={60} luminanceInfluence={0.5} radius={10} scale={0.5} bias={0.5} />
<SMAA edgeDetectionMode={EdgeDetectionMode.DEPTH} />
</EffectComposer>
These props will overwrite the following default props:
new SSAOEffect(camera, normalPass.renderTarget.texture, {
blendFunction: BlendFunction.MULTIPLY,
samples: 30,
rings: 4,
distanceThreshold: 1.0,
distanceFalloff: 0.0,
rangeThreshold: 0.5,
rangeFalloff: 0.1,
luminanceInfluence: 0.9,
radius: 20,
scale: 0.5,
bias: 0.5,
...props,
}),
the high intensity is intentional, im going for a pixelated raytraced look emulating soft shadows with AO.
Issue Analytics
- State:
- Created 3 years ago
- Comments:36 (35 by maintainers)
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Top GitHub Comments
I think I found the reason why the
powerPreference
setting is ignored in your app: https://www.khronos.org/webgl/public-mailing-list/public_webgl/1703/msg00022.php explains that the canvas needs to have event listeners forwebglcontextlost
andwebglcontextrestored
set prior to the WebGL context creation or else thepowerPreference
setting will be ignored. Your app appears to create aCanvas
without setting these listeners.ThreeJS sets the listeners correctly if you don’t provide your own canvas. See https://github.com/mrdoob/three.js/blob/33acbbef6b7cd6afa98e1cf6f02d3f23aaf5bfa0/src/renderers/WebGLRenderer.js#L200-L203 and https://github.com/mrdoob/three.js/pull/12753 for details.
the weird thing is, that demo now runs fine again. it seems to be related by my computer switching gfx cards. similar to the reports i got. sometimes my system gets really slow and it switches from dedicated to integrated. i dont think it does anything out of the ordinary with normal textures.
it creates the composer, adds a render pass and then a normal pass
which it keeps and forwards it to effects that may need it
i am looking for something now that would allow me to switch between gfx cards manually to see if it’s really that.