Hi, I have a simple Translucent Unlit Material. Its a circular progress bar.
The material was made on a computer with a AMD GPU. When the Material runs on an Nvidia GPU with the same parameter values, its looks different.
Does anyone knows why this is happening ? And if there is something that i can do to prevent this ? The material is used to represent some data to the player, and on Nvidia GPU, is very difficult to see what it is representing, and if we bump up the thickness parameter, then it’'ll look bad on AMD’s GPU’s.
I’m sorry for using two different engines on those screenshots, I developed this material on 4.17.2, this problem happens when booth machines were on 4.17.2. Now my home PC with the Nvidia card is updated to 4.18 and the issue still persist. I updated the engine on the office PC (AMD card) to 4.18 and the problem still there. I don’t think the diference between engine versions is causing this, at least, not this problem of mine.
I’ve updated the AMD image to correct reflect the engine version that i’m using, Booth screenshots are from 4.18. Maybe there is something being calculated different for each GPU inside the engine macros ?
You can have access to the material in the link below.