Document Godot 4.5 workaround for texture flicker#935
Document Godot 4.5 workaround for texture flicker#935TokisanGames merged 1 commit intoTokisanGames:mainfrom
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Update troubleshooting.md Update troubleshooting.md Co-Authored-By: Cory Petkovsek <632766+TokisanGames@users.noreply.github.com>
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Sorry, I am a little new to opening PRs to upstream repos. I didn't even know that disallowing maintainers from editing was option, and didn't know that was the default. Thank you for informing me Merged your suggestion and its squashed |
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@TokisanGames I just learned something. After a little research, I discovered that Github automatically blocks maintainers from editing PRs if the fork lives in another organization. And I can't change it to allow maintainers to edit. My fork of Terrain3D lives in my studio's organization for keeping thins organized and collaboration between my own team members. But due to this, I can't enable maintainers from editing my PRs. I'll figure out a workaround to this or just fork it to a personal repo |
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Thank you |
I had the issue #302 as well, and went to the documentation to see how to fix it. Upon discovering I could not use FSR 2.2, I was distraught, as I needed upscaling to run my heavy project on my potato. I was certain that Godot 4.5 had introduced a motion vector fix specifically for issues like this. After an hour of scouring the internet, I found issue 302 and learned that building Terrain3D against 4.5 would allow me to use FSR 2.2.
For other poor souls like me who need their games to support potato pcs and want to use Terrain3D, updating the documentation to reflect this temporary fix would be beneficial.