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17b4 Fonts are jaggy & keyframe woes - SOLVED-Sorta

PostPosted: Thu Dec 10, 2020 5:37 am
by brediknight
Fonts aren't rendering correctly. Not anti-aliased - jaggy.
Has nothing to do with Dropshadows etc.


Also, opacity goes to "0" when the slider hits 50.

Keyframing - I added a Ease on a keyframe on Y axis. It somehow applied the move to the x-axis.

I know its beta, but this is a regression and showstopper.

Re: 17b4 Fonts are jaggy & keyframe woes

PostPosted: Thu Dec 10, 2020 8:23 pm
by brediknight
Putting on my Flame troubleshooting hat... Flame is primarily GPU based, especially in the IRIX days. :o


This appears to be GPU related. No antialiasing and opacity issues typically are issues with the API's not using the GPU, or not using it properly. Including transfer modes and alpha's, since the opacity settings can influence the mattes.

which my explain why some are also seeing jaggy's in PNG files as well as type generated from within Resolve.



I'm on a Catalina Mac Pro 2019 with Vega II Duos.

Re: 17b4 Fonts are jaggy & keyframe woes

PostPosted: Thu Dec 10, 2020 8:28 pm
by Jim Simon
There was a shift in Alpha handling in 17.

viewtopic.php?f=33&t=112604&p=686705&hilit=alpha#p686705

Re: 17b4 Fonts are jaggy & keyframe woes

PostPosted: Fri Dec 11, 2020 12:17 am
by brediknight
So... some projects have the jaggy's other don't.

I realized I was testing out the new Color Managed Davinci Wide Gamut when I started seeing these jaggys.


Guess what! The Iaggys are introduced and intensified on Color managed projects with Davinci Wide Gamut!

so, either this breaks the GPUs, OR the wide gamut is affecting all the alphas or transparency settings.
Its also possibly that by expanding the Gamut, the sliders and parameters don't reflect the wider gamut.


So as a workaround till its fixed, Turning off Davinci Wide Gamut fixed the most of these jaggys!
Which is a bummer, cause the DWG is noice!

Re: 17b4 Fonts are jaggy & keyframe woes - SOLVED-Sorta

PostPosted: Fri Feb 26, 2021 6:59 am
by Hendrik Proosa
My guess iss that jaggies are pushed due to color transforms. The visual strength of them depends a lot on which colorspace the blending is done in. It is not a gpu processing error in this sense, but color data handling error. Alpha blending is supposed to be done in linear space (because it literally expresses the factor of linear interpolation between background and foreground). It works on gamma corrected data so-so, not creating anything offending, but when applied in log, things can go sideways.