Stabilize viewport behavior under FSR2 (fallback to Bilinear)#110119
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mechalynx wants to merge 1 commit intogodotengine:masterfrom
Open
Stabilize viewport behavior under FSR2 (fallback to Bilinear)#110119mechalynx wants to merge 1 commit intogodotengine:masterfrom
mechalynx wants to merge 1 commit intogodotengine:masterfrom
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We don't use GitHub's squash and merge feature on the main Godot repository, since it loses the merge commit in the process. We prefer keeping the merge commit to make the Git history more self-documented (even if that makes it longer when not using the Since merge commits keep the original commit message, you have to fix the commit message in your fork. |
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Edit - I've closed that one in favor of this one to simplify things - that one still has most of the details if needed, but briefly:
correctly switches off temporal antialiasing jitter when falling back to Bilinear.See this comment for comparisons between FSR2 and Bilinear at 64x64px. With this PR, one can still set a SubViewport to 64x64px using FSR2, just can't go below that without it falling back to Bilinear. The previous PR attempts to resize the SubViewport's internal render size so that it is always of valid dimensions to avoid the crash and error spam reported in #105509 but this may be superfluous as per Calinou's comment and the comparison.
Unlike the previous PR, this one is very unlikely to cause problems to existing projects and I feel it can be backported safely.
Opened as draft since there may be preference between the two fixes.edit - also, if merged, please fix the typo in the commit message, I don't want to trigger a build just for that... (Stablize -> Stabilize)Fixed