Strange rendering in Android 13

Phone : Mi 11 Lite 5G
OS : MIUI 14.0.1
Android : 13 TKQ1.220829.002
Chrome : 114.0.5735.57
Playcanvas : 1.63.6

I have strange blue lines like on a circle in my project. Bug rendering appears since 1.62.0

Even with Model viewer starter kit

Hi @vogloblinsky,

The default model viewer example works on an Android 13 phone of mine.

@mvaligursky any idea?

Just created a new one blank project from model viewer template, same strange rendering. The cube rendering is like my previous screenshot, in editor and preview mode.

and i got this in devtools


No idea, have not seen this before on any devices.

Just find a way to redirect the investigations :

  • disabling “Affect dynamic” in the default light of the sample fix the issue
  • disabling “Receive shadows” on the play element fix the issue too

Can you share a simple public project that you can see the issue on? (the one with you send the screenshots from) That would make it easy for few people to test the same project on multiple devices.

Same strange rendering in :
Phone : Galaxy A52s 5G
OS : One UI 5.1
Android : 13
Chrome : 114.0.5735.58
Playcanvas : 1.63.6

It is a private project, i can give access if needed.

so if you run both of these projects with 1.61.3, the issue is not there?

when you launched from editor, you need to add url parameter:


The skate project fails in the preview editor with 1.61.3

but if i download it on my computer, and use 1.61.3, it works fine.

The model viewer sample project works fine in the Galaxy A52s.

i have give you access to the project.

@vogloblinsky I’ve been trying to repro this on our device lab, but haven’t been able to find the exact same devices as you are using. Would it be possible to send over the hardware specs for the devices you’re using? GPU and such.


Galaxy A52s

I looked at Browser Stack, and they only have Galaxy A52 on Android 11, so we don’t have access to this device.

I wonder if you see any similar issues on examples here:

If not, it seems the issue might be application specific, and it’d be great to try to create a branch of your project, and simplify it till hopefully the problem goes away to find out what could be causing it.

Are you able to reproduce it on any other PlayCanvas projects perhaps? Some of the tutorial projects here: Tutorials | Learn PlayCanvas

These examples have strange rendering on both Galaxy A52s and Mi 11 Lite 5G :

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Great, thanks! I see the same problems on Galaxy A52 using Android 11 which we have remote access to … we’ll investigate @Gustav_Sterbrant


@vogloblinsky Hello again!

I have finally been able to repro it. My findings were that clustered lighting is causing this issue. Not sure why yet, but it happened in the 1.62 release from what I can tell.

Could you please confirm if turning off clustered light functions as a temporary workaround for you? I will continue looking at this in the meantime.


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Yes @Gustav_Sterbrant if i disable clustered light, the rendering bug disappears. I think i activated it before without really using it in the project. So for me it is a fix, but for projects using it on these devices, there is something to fix.
Good luck for the fix.
Best regards

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@vogloblinsky Thanks for letting me know!

I’ve been investigating this for some time now and have come to the conclusion there seems to be some issue with the shader compilation of textureLod, texelFetch and textureGrad. These problems go away with clustered lighting turned off.

We can disable the use of textureLod and textureGrad, but given the performance benefits and the inability of finding out whether or not these functions will work properly, makes it hard to solve only for the problematic devices. The texelFetch case is a bit more tricky because of the nature of the arguments passed to it, and again that’s another potential performance hit we’d like to avoid.

On the devices we have been testing, which are the Samsung A52 & the Xiaomi Redmi Note 8/11, we have only been able to test with Android 11 & 9 (but we can confirm it’s also on 13 according to this thread). This definitely seems to be a deeper issue, seeing as it doesn’t seem matter which browser or OS version is being used.

Another interesting find is that, in the clustered lighting shader, we skip the execution of clustered lighting if we have no lights. This condition is ignored by the same devices where we see these artifacts.


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Thanks @Gustav_Sterbrant for the details.