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Vulkan: Lights with Bake Mode set to Static cause SDFGI to become infinitely bright as the camera moves #55322

Description

@Calinou

Godot version

4.0.dev (5efe80f)

System information

Fedora 34, GeForce GTX 1080 (NVIDIA 470.74)

Issue description

Lights with Bake Mode set to Static cause SDFGI to become indefinitely bright as the camera moves.

By default, lights in Godot are configured to have their bake mode set to Dynamic, so this issue is unlikely to impact most users. Nonetheless, lights configured to use the Static bake mode likely offer better performance, especially with greater amounts of lights.

In the videos below, lights' energy is set to 0.1 and indirect energy is set to 10 to make the issue more obvious. SDFGI Bounce Feedback is left to its default setting (0) to avoid infinite feedback loops from SDFGI itself. Nonetheless, it still occurs with lights configured in Static bake mode when the camera moves enough to cause cascades to regenerate:

Lights with Static bake mode

simplescreenrecorder-2021-11-25_21.59.45.mp4

Lights with Dynamic bake mode

simplescreenrecorder-2021-11-25_22.00.08.mp4

Steps to reproduce

  • Create a scene with meshes that have their bake mode set to Static.
  • Add lights with their bake mode set to Static.

Minimal reproduction project

test_sdfgi_dynamic_vs_static.zip
Press Space to toggle between the scenes with lights that have Static and Dynamic bake mode. (In both scenes, the lights don't actually move over time.)

Activity

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