Description
I can’t rename the title to FFlagUITextureUseDynamicRenderSettings it says error, the word is too long
Who allowed FFlagUITextureUseDynamicRenderSettings
to be enabled without fixing the mentioned problem? (The re-mention of the mentioned problem is at the bottom at where it says “Actual Result” with the images, that’s the only thing )
TLDR; If you use CanvasGroup with a lot of images and stuff, just to set transparency easier, then I guess it’s time to no longer do that. (or not even do that in the first place)
FFlagUITextureUseDynamicRenderSettings
From what I believe. This Fast Flag enables a feature that will allow Images in UI to be downscaled/compressed based on your Graphic Setting Level. But, I also noticed that this only happens for CanvasGroup
. (Which is good, I hope this does not expand to other things)
Now, CanvasGroup
looks blurry when used, but that is also based on your Graphic Settings, Screen Resolution and whenever Engine calls an update for it to “re-blurry”. (For whatever reason)
Some use CanvasGroup solely for the purpose of colorizing and setting the transparency of multiple things. But, CanvasGroup
as it says “Canvas” is just the HTML Canvas, and means that everything in it, is probably its own render work, and can not be reliably used to group set Transparency and Color, without loss of quality, especially with this Fast Flag.
And maybe the Styling Feature to centralize and inherit a Transparecy value from, should be better. While the Coloring thing can probably be seen as the the re-coloring thing from Photoshop, so it makes sense that it is a Canvas. But everything else comes with a Transparency property.
So let’s look at some things:
Canvas Group seems to dynamically change how UI Elements within it renders, based on your Graphic Level.
When FFlagUITextureUseDynamicRenderSettings
is enabled, it affects images, but it also affects the text even more than previously, for whatever reason.
Re-production Steps
- Put a lot of high resolution images in a CanvasGroup
- Put text in it as well
- Go on a very low graphic level
- Resize your screen to ensure the CanvasGroup “blurriness” thing actually will do the “re-blurriness”
- Observe how text renders and how it renders when the images are deleted
Expected Result
That only images get affected by FFlagUITextureUseDynamicRenderSettings
and not the text again.
Actual Result
Images get affected by FFlagUITextureUseDynamicRenderSettings
along with the text again.
For instance in this game https://www.roblox.com/games/132352755769957/UPD-Asylum-Life
Their stuff now appears like this:
while without the flag, it was like this:
Honestly, I only noticed this issue because of that game, otherwise I probably wouldn’t of have even realized it.
While, the image is now “compressed”, the text is now even more compressed, for some reason. This is why I said, CanvasGroup
“is gg”, because look at how the text renders now compared to before. It’s not about the image that is compressed, it’s about the text.
The only reason I noticed this and this Fast Flag, is solely because the text was even more pixelated than before. I only realized a bit later, that this entire feature was affecting images.
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