#Certain Render Pass Results Flickering

5 messages · Page 1 of 1 (latest)

unreal cedar
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Hello, I have a situation where rarely the result of an entire render pass will flicker. I have multiple passes in my frame and the results are stored and then loaded in subsequent passes. I've double and triple checked the synchronization, and there are no errors in the regular validation layer nor in the sync validator.

The only clue I have is that in Renderdoc, I notice that the passes that occasionally flicker are listed as Colour Pass (1 Targets) without Depth. Bizarrely, the framebuffers that are used in these passes have a depth target, and the result is written to in the frame. I can't find any difference between the framebuffers in these passes and the subsequent ones that are listed as (1 Targets + Depth) later on. The flickering could maybe be explained by the depth buffer acting up, but in Renderdoc I can see that it is being used. I'm at my wits end with this so any help is massively appreciated.

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first image is what the frame should look like, second image is the level pass flickering, third image is the level thumbnail flickering

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on this run i got a flicker on my imgui pass...

unreal cedar
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alright, in case anyone was curious, the problem was a timelining issue - i'm doing online defragmenting, but it messed with uniform buffers that were written to on the CPU timeline