As the title says, I’ve run into an odd issue where when building for the PS4, at first all works fine, but when you return to a scene it generates an odd error. The error is a patch of erroneous pixels that smear over the image when the camera moves, they tend to be colored randomly, green patch, red patch, or black.
This does appear if only the ssrr effect is on but the bloom highlights it nicely.
To me it looks like an error that would come from erroneous data in a persisting buffer or something, as it continues to appear consistently after it’s first time. But anyway while experimenting I was able to make it appear no longer systematically but once out of a few, and have a chance to reset itself: I deactivated the effect on the scene and added an animation to reactivate it a handful of frames later.
I realize this is very likely an error we created, but I need to find a fix, or some solution that has no random chance of letting this oddity through.
That being said, if you are on the latest and seeing an issue i’m curious to what it might be, we don’t cache anything between frames for SSR (we did in an older version). Normally when something like this happens it’s because a NaN somehow gets in the framebuffer.
Can you let me know if you have this issue with the latest code? We frequently test the effects on PS4, but have not done a lot of scene transition testing.
Haven’t had the chance to test it out on ps4 after updating, as this is my next priority I hope to come back with confirmation or screenshots on next Monday.
I can now confirm the issue is definitely gone with the new versions and new Unity release. Thanks a lot.
I am however told the effect is showing up on scene load (so not when returning to the scene) on XBox One; and this is becoming a bigger problem by the minute. Thanks in advance for your time.
It’s hard to know what ‘on scene load’ means without seeing how you are loading your scene (additive vs non vs whatever). I have an xbox one on my desk and would be happy to investigate if you can hook me up with a repro for the issue.
Right, sorry, I meant it showed up straight away as opposed to how it acted on the PS4. We’re just relying on the good ol’ SceneManager.LoadScene() with no additional additive loading or otherwise.
I’m at a loss as to how to repro this however, I’ve seen the issue occur once, on the first build, and since then every build - including ones with the exact same setup and content as the initial build that had the issue - show no such error and everything works fine. Could it have been a build error, or an XDK issue or something utterly unrelated? I’m simply not getting it anymore.
If it does show up again, I’ll try and understand how to produce it and try and give you a repro step by step.
Hey Tim-C,
We’ve been having this issue again recently, it only occurs on a few very specific situations now, on Xbox One. I’m coming back to you with this a lot later due to the fact that it does not appear on the one testkit that we have here, but it shows up systematically on all the other Xbox One devices the dev team and QA teams use. Basically, what happens is this:
We have xbox dev kits that we use all the time here. Could you please raise a bug with the attached project? We really want to debug and figure this out for you but need a repro case as we haven’t ever seen this issue.
I’ve sent a bug via the bug reporting tool Inside of Unity, please find it there and I shall await response and requests for anything that might be missing or blocking the debugging process.