DepthOfFieldEffect has sharp NearIntensity/FarIntensity cutoffs at 0.22 and 0.36

Currently, the DepthOfFieldEffect seems to have three different ranges of intensities, each with a dramatic increase in blurriness between them.

If you change the intensity over time from a number below to 0.22 to a number above 0.22, it seems to dramatically change the look of the effect:

This makes it very difficult to make a graded DoF effect, such as depth of field that dynamically adjusts based on what you’re looking at.

FarIntensity of 0.219:


FarIntensity of 0.22:

The same happens at the threshold between 0.359 and 0.36.

It would be nice to have a more gradual transition between all values of the FarIntensity property.

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This is still an issue. I wanted to use DepthofFieldEffect to blur my firearm sights in my game and I can’t achieve a decent amount of blur nor can I smoothly transition from not blurry to blurry.

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Thanks for the report! We’ve filed a ticket to our internal database and we’ll follow up when we have an update for you.

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I am in the process of checking over bug reports and following up on some bugs that haven’t received any activity in a while.
Is this issue still occurring or can you confirm that this bug has been resolved? We are having a hard time reproducing this issue

This is still ongoing.

Alright, when there is an update i will pass it on.

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Can confirm issue is still happening.

If it helps reproduce the issue, there are my existing settings:

And here is me changing the FarIntensity value from 0.219 to 0.22


It should be noted that I’m running on macOS Big Sur, and it might be a Metal API issue.

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I apologise for the bump despite the mentioning of being told by staff we’ll be notified when it’ll be fixed, but there has been months on end with no apparent patch towards the issue and there’s been no word about it mentioned since Feb 1st, and yes it’s not even apparent in any of the api-change logs for fixes.

I hope @Hippie_ofDoom could shed some light upon this situation as this bug has become something notable in my reasoning to bring up again.

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Yeah man I just put together another dynamic dof system and I gotta choose from either extremely powerful blur or barley noticeable blur and I had to choose the more powerful blur, regardless of the players head ache complaints.

is there any update on this? im still having the exact same issues as the op

Mate it’s been 3 years… How is it so hard to just disable a cutoff point? and where is this “update” that never came, the only answer is this was either never reported or the engineers did not care.

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Some genius couldn’t figure out how to make a scale from 0-1 work properly for DepthOfField and 4+ years later it’s still the standard for Roblox Studio, great.

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gosh it still didn’t get fixed? I’m sure they have a big to-do list… They’ll get to this problem somewhere uh… In 2125 i guess.