CanvasGroup + Images + "Fast Flag UITexture Use Dynamic Render Settings" = More CanvasGroup blurriness on everything instead of just images

Description

I can’t rename the title to FFlagUITextureUseDynamicRenderSettings it says error, the word is too long :sob:

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 :person_shrugging:)

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 :person_shrugging:
  • 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:

Details

while without the flag, it was like this:

Details

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.

A private message is associated with this bug report

1 Like

Hi, thanks for this report! It seems the behavior you are noticing is unrelated to FFlagUITextureUseDynamicRenderSettings.

You are correct in the assumption that everything within the CanvasGroup is it’s own render work. That being the case, we have limits on the amount of rendering and the amount of textures that we store. The downscaled/compressed CanvasGroups that you’re noticing is the engine running into the limits and rescaling to remain under them. With or without this flag that behavior is present. This downscaling has also always affected text and images alike. The resolution or complexity of the elements within a CanvasGroup doesn’t make a difference in how it downscales.

So, (unfortunately) the text being blurry is the expected result. This flag is part of a series of adjustments we are making to improve CanvasGroups so that they can be more consistent and more widely usable in the future!

Down scaling is present. But with FFlagUITextureUseDynamicRenderSettings it downscales images as well.

But with the flag being on, the text will be even more blurry if there’s an image present.

Without FFlagUITextureUseDynamicRenderSettings I actually don’t notice any significant down scaling on images, compared to when this flag is enabled.