Eye pupil becomes washed out at a distance after updating to beta 9 #766

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opened 2026-10-14 22:34:47 +00:00 by TheSlowly · 3 comments
Contributor

Environment

1.3.0-beta.9

Description

After updating to 1.3.0-beta.9, my avatar’s layered eyes look noticeably washed out at normal camera distances. The black pupil appears pale purple, then gradually returns to almost black as I move the camera closer. It looked correct in my previous build.

The eyes have four layers. Disabling glow specifically on the black part did not resolve it.

The attached screenshots show the difference at three distances.

Testing so far:

  • RenderVKClusterLOD and RenderVKBlendDepthTol are disabled.
  • Disabling deferred lighting or the alpha depth prepass did not help.
  • Disabling local lights, screen-space reflections, and legacy shiny environment reflections individually through RenderVKLitDebugMask did not help.
  • Setting RenderReflectionProbeLevel to 0 did not help.

Current local build: 53555ebf1d, incorporating upstream 7f0491d552 (beta 9). Previous upstream base: 70d807f1ea. The exact regression commit has not been isolated.

Reproduction steps

  1. Wear the affected eyes.
  2. View the avatar from a normal camera distance.
  3. Move the camera closer and compare the pupil’s appearance.
### Environment 1.3.0-beta.9 ### Description After updating to 1.3.0-beta.9, my avatar’s layered eyes look noticeably washed out at normal camera distances. The black pupil appears pale purple, then gradually returns to almost black as I move the camera closer. It looked correct in my previous build. The eyes have four layers. Disabling glow specifically on the black part did not resolve it. The attached screenshots show the difference at three distances. Testing so far: - RenderVKClusterLOD and RenderVKBlendDepthTol are disabled. - Disabling deferred lighting or the alpha depth prepass did not help. - Disabling local lights, screen-space reflections, and legacy shiny environment reflections individually through RenderVKLitDebugMask did not help. - Setting RenderReflectionProbeLevel to 0 did not help. Current local build: 53555ebf1d, incorporating upstream 7f0491d552 (beta 9). Previous upstream base: 70d807f1ea. The exact regression commit has not been isolated. ### Reproduction steps 1. Wear the affected eyes. 2. View the avatar from a normal camera distance. 3. Move the camera closer and compare the pupil’s appearance.
TheSlowly added this to the Slipstream project 2026-10-14 22:34:47 +00:00
Author
Contributor

I've now traced this issue back to RenderVKAlphaCoverageMips, which fixes it when set to false

I've now traced this issue back to RenderVKAlphaCoverageMips, which fixes it when set to false
Author
Contributor

Fixed by #804

Fixed by #804
Owner

The fix from PR #804 is merged into the 1.3 stable line (169c840eb9) and will be in the next 1.3 release. Moving to Testing; it'll be closed once you've confirmed the pupils stay sharp at a distance with RenderVKAlphaCoverageMips on.

The fix from PR #804 is merged into the 1.3 stable line (169c840eb9) and will be in the next 1.3 release. Moving to Testing; it'll be closed once you've confirmed the pupils stay sharp at a distance with RenderVKAlphaCoverageMips on.
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Reference
sky_line/Slipstream#766
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