Compositor: Vector Blur differs between CPU and GPU #69

Open
opened 2026-04-13 15:38:03 +00:00 by Triager-bot · 7 comments
Owner

Original bug report: https://projects.blender.org/blender/blender/issues/157265

System Information
Operating system: Debian 13 Linux x86_64
Graphics card: NVIDIA GeForce RTX 3060, backend OPENGL

Blender Version
Broken: version: 5.2.0, branch: main, commit date: 2026-04-13 04:33, hash: 4b3a40956e
Worked: - (tested 5.2.0, 5.1.0, 4.5.8, 4.4.3)

Short description of error
The Vector Blur node produces different results when the compositor runs on the CPU and the GPU. This looks like a bug not a numerical difference. Not much to add, I reproduced this back to 4.4.3, but didn't identify the first version where it worked correctly.

Exact steps for others to reproduce the error
Open .blend file and switch the compositor from CPU to GPU (Options/Performance/Device) and render. Switch between the two and notice the difference.

Original bug report: https://projects.blender.org/blender/blender/issues/157265 **System Information** Operating system: Debian 13 Linux x86_64 Graphics card: NVIDIA GeForce RTX 3060, backend OPENGL **Blender Version** Broken: version: 5.2.0, branch: main, commit date: 2026-04-13 04:33, hash: [4b3a40956e](https://projects.blender.org/blender/blender/commit/4b3a40956e2a4bf2dc9ab11b38858cc9906c4363) Worked: - (tested 5.2.0, 5.1.0, 4.5.8, 4.4.3) **Short description of error** The Vector Blur node produces different results when the compositor runs on the CPU and the GPU. This looks like a bug not a numerical difference. Not much to add, I reproduced this back to 4.4.3, but didn't identify the first version where it worked correctly. **Exact steps for others to reproduce the error** Open .blend file and switch the compositor from CPU to GPU (Options/Performance/Device) and render. Switch between the two and notice the difference.
Triager-bot added the
Status
Needs review
label 2026-04-13 15:38:03 +00:00
Author
Owner

Report is clear

LLM Reasoning

Got it, let's see. The bug report has a title, system info (but we ignore that), Blender version, short description, and steps to reproduce. The description says Vector Blur differs between CPU and GPU, which is clear. Steps are there: open .blend, switch device, render, notice difference. So the clarity is good. So answer is Yes.

JSON Data

{
"llm_judgement": true,
"processing_time": 6.00241
}

<!-- ID: CLARITY_CHECK --> ### Report is clear <details> <summary>LLM Reasoning</summary> Got it, let's see. The bug report has a title, system info (but we ignore that), Blender version, short description, and steps to reproduce. The description says Vector Blur differs between CPU and GPU, which is clear. Steps are there: open .blend, switch device, render, notice difference. So the clarity is good. So answer is Yes. </details> <details> <summary>JSON Data</summary> { "llm_judgement": true, "processing_time": 6.00241 } </details>
Author
Owner

Report is specific

LLM Reasoning

Got it, let's analyze this bug report. The title is "Compositor: Vector Blur differs between CPU and GPU". The body talks about a specific issue where the Vector Blur node produces different results when using CPU vs GPU in the compositor. The steps to reproduce are specific: open a .blend file, switch device, render, and notice the difference. So this is a specific issue because it's about a particular feature (Vector Blur) behaving differently between two rendering devices (CPU/GPU). It's not a vague "crashing while rendering" but a specific discrepancy in a node's output based on device. So the answer should be 'Specific'.

JSON Data

{
"llm_judgement": true,
"processing_time": 8.921776
}

<!-- ID: SPECIFIC_REPORT --> ### Report is specific <details> <summary>LLM Reasoning</summary> Got it, let's analyze this bug report. The title is "Compositor: Vector Blur differs between CPU and GPU". The body talks about a specific issue where the Vector Blur node produces different results when using CPU vs GPU in the compositor. The steps to reproduce are specific: open a .blend file, switch device, render, and notice the difference. So this is a specific issue because it's about a particular feature (Vector Blur) behaving differently between two rendering devices (CPU/GPU). It's not a vague "crashing while rendering" but a specific discrepancy in a node's output based on device. So the answer should be 'Specific'. </details> <details> <summary>JSON Data</summary> { "llm_judgement": true, "processing_time": 8.921776 } </details>
Author
Owner

Report flagged as NOT a duplicate by LLM

compositor vector blur node only works in GPU mode.

https://projects.blender.org/blender/blender/issues/130863

System Information
Operating system: Windows-10-10.0.26100-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 4080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 565.90 Opengl Backend

Blender Version
Broken: version: 4.4.0 Alpha, branch: main, commit date: 2024-11-24 00:23, hash: 23ac825a15ab
Worked: (unsure)

Short description of error
vector blur node outputs blank image if compositor is in cpu mode. gpu mode is fine.

Exact steps for others to reproduce the error

  1. open the default scene
  2. animated the cube moving left to right
  3. enable the Z (depth) and vector pass
  4. enable nodes in the compositor
  5. add a vector blur node to the render layers node:
    image
    5.5. add a viewer node and enable the backdrop.
  6. render a frame
  7. toggle the compositor between cpu and gpu mode.

The vector node will only output an image when GPU compositor is selected.

LLM Reasoning

Got it, let's analyze these two bug reports. First, look at the descriptions and steps to reproduce.

Bug report 1: The issue is that Vector Blur gives different results between CPU and GPU (not blank, just different). Steps involve switching compositor device and noticing difference.

Bug report 2: Vector Blur outputs a blank image in CPU mode, works fine in GPU. Steps include enabling passes, adding node, toggling device—result is blank vs working.

So the core issues are different: one is differing results (not blank), the other is blank output in CPU. Therefore, they aren't the same issue. So answer is No.

JSON Data

{
"llm_judgement": false,
"processing_time": 11.203146,
"duplicate_report_number": "130863"
}

<!-- ID: CHECK_DUPLICATE --> ### Report flagged as NOT a duplicate by LLM <details> <summary>compositor vector blur node only works in GPU mode.</summary> https://projects.blender.org/blender/blender/issues/130863 **System Information** Operating system: Windows-10-10.0.26100-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 4080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 565.90 Opengl Backend **Blender Version** Broken: version: 4.4.0 Alpha, branch: main, commit date: 2024-11-24 00:23, hash: `23ac825a15ab` Worked: (unsure) **Short description of error** vector blur node outputs blank image if compositor is in cpu mode. gpu mode is fine. **Exact steps for others to reproduce the error** 1. open the default scene 2. animated the cube moving left to right 3. enable the Z (depth) and vector pass 4. enable nodes in the compositor 5. add a vector blur node to the render layers node: <img width="678" alt="image" src="attachments/94cf9011-798e-430a-a421-1e9eb73d0515"> 5.5. add a viewer node and enable the backdrop. 6. render a frame 7. toggle the compositor between cpu and gpu mode. The vector node will only output an image when GPU compositor is selected. </details> <details> <summary>LLM Reasoning</summary> Got it, let's analyze these two bug reports. First, look at the descriptions and steps to reproduce. Bug report 1: The issue is that Vector Blur gives different results between CPU and GPU (not blank, just different). Steps involve switching compositor device and noticing difference. Bug report 2: Vector Blur outputs a blank image in CPU mode, works fine in GPU. Steps include enabling passes, adding node, toggling device—result is blank vs working. So the core issues are different: one is differing results (not blank), the other is blank output in CPU. Therefore, they aren't the same issue. So answer is No. </details> <details> <summary>JSON Data</summary> { "llm_judgement": false, "processing_time": 11.203146, "duplicate_report_number": "130863" } </details>
Author
Owner

Report flagged as NOT a duplicate by LLM

Compositor: Blur in new CPU Compositor is significantly slower on Windows

https://projects.blender.org/blender/blender/issues/134436

System Information
Operating system: Windows-10
Graphics card: NVIDIA GeForce RTX 2080 Ti

Blender Version
Broken: version: 4.4.0 Beta, branch: blender-v4.4-release, commit date: 2025-02-10 02:02, hash: 567669d3ff4d
Worked: 4.3.1

Short description of error
Gaussian Blur in CPU Compositor is considerably slower than in 4.3 version (other effects seem to be slower too, except of improved Glare node).

Exact steps for others to reproduce the error
Based on the attached .blend file:

  1. Render an image in 4.3 and 4.4 versions
  2. Compare Compositor processing time.
    slow_gaussian.jpg
LLM Reasoning

Got it, let's analyze the two bug reports. First, look at the key sections: Description and Steps to Reproduce.

Bug Report 1 is about Vector Blur producing different results between CPU and GPU. The steps involve switching compositor device (CPU vs GPU) and noticing differences in blur output.

Bug Report 2 is about Gaussian Blur being significantly slower on Windows when using the new CPU Compositor, comparing versions 4.3 and 4.4. The steps are rendering images in both versions and checking processing time.

The issues are different: one is about visual difference (output) between CPU/GPU for Vector Blur, the other is about performance (speed) of Gaussian Blur on CPU across versions. So they're not the same issue. Therefore, the answer is No.

JSON Data

{
"llm_judgement": false,
"processing_time": 12.189779999999999,
"duplicate_report_number": "134436"
}

<!-- ID: CHECK_DUPLICATE --> ### Report flagged as NOT a duplicate by LLM <details> <summary>Compositor: Blur in new CPU Compositor is significantly slower on Windows</summary> https://projects.blender.org/blender/blender/issues/134436 **System Information** Operating system: Windows-10 Graphics card: NVIDIA GeForce RTX 2080 Ti **Blender Version** Broken: version: 4.4.0 Beta, branch: blender-v4.4-release, commit date: 2025-02-10 02:02, hash: `567669d3ff4d` Worked: 4.3.1 **Short description of error** Gaussian _Blur_ in **CPU** _Compositor_ is considerably slower than in 4.3 version (other effects seem to be slower too, except of improved _Glare_ node). **Exact steps for others to reproduce the error** Based on the attached .blend file: 1) Render an image in 4.3 and 4.4 versions 2) Compare _Compositor_ processing time. ![slow_gaussian.jpg](/attachments/a9205e09-b9cd-4077-bb6a-c6b6e72624d7) </details> <details> <summary>LLM Reasoning</summary> Got it, let's analyze the two bug reports. First, look at the key sections: Description and Steps to Reproduce. Bug Report 1 is about Vector Blur producing different results between CPU and GPU. The steps involve switching compositor device (CPU vs GPU) and noticing differences in blur output. Bug Report 2 is about Gaussian Blur being significantly slower on Windows when using the new CPU Compositor, comparing versions 4.3 and 4.4. The steps are rendering images in both versions and checking processing time. The issues are different: one is about visual difference (output) between CPU/GPU for Vector Blur, the other is about performance (speed) of Gaussian Blur on CPU across versions. So they're not the same issue. Therefore, the answer is No. </details> <details> <summary>JSON Data</summary> { "llm_judgement": false, "processing_time": 12.189779999999999, "duplicate_report_number": "134436" } </details>
Author
Owner

Report flagged as duplicate by LLM

Compositor: CPU vs GPU Differences

https://projects.blender.org/blender/blender/issues/118548

Each of the following sections describe one difference between the CPU and GPU compositors, its
problem, its potential solution, the nodes it affects, and the failed regression tests where it
manifests.

Anisotropic Filtering

Problem

GPU uses the hardware anisotropic filtering capabilities of the GPU. Since each vendor, GPU, and
driver might have a different implementation, we can't really unify the implementations.

Solution

Reimplement our own anisotropic filter.

Affected Nodes

This affects the following nodes:

  • Corner Pin.
  • Displace.
  • Map UV.
  • Plane Track.

Failed Tests

  • node corner pin.
  • node displace.
  • node map u v.
  • node plane track image.
  • node plane track motion.

Jitter Anti-Aliasing (blender/blender!118853)

Problem

CPU uses an 8-sample jitter multi-sample anti-aliasing algorithm to anti-alias some masks. GPU
compositor uses bilinear interpolation with zero boundary to achieve anti-aliasing.

Solution

Use SMAA in all compositor operations that require anti-aliasing.

Affected Nodes

  • Corner Pin.
  • Plane Track.

Failed Tests

  • node corner pin plane.
  • node plane track motion plane.
  • node plane track plane.

SMAA (blender/blender!119414)

Problem

SMAA operation produce different results between CPU and GPU. GPU uses the original SMAA library,
CPU uses a C++ port of the library.

Solution

No solution known yet. Needs investigation to figure out where the difference originates.

Affected Nodes

  • Anti-Alias.
  • ID Mask.
  • Z Combine.
  • Dilate.

Failed Tests

  • node dilate threshold.

Fast Gaussian (382131fef2)

Problem

GPU does not implement the Fast Gaussian blur mode and falls back to the slow convolution algorithm.
But, CPU implementation seems broken and could better match standard Gaussian for low dynamic range
images. Further, CPU sometimes uses Fast Gaussian as a utility in other operations, like the Glare
node, while a normal blur should be used instead since the blur radius is very small.

Solution

Implement Fast Gaussian for GPU, port the same implementation to CPU.

Affected Nodes

  • Blur.

Failed Tests

  • node blur fast gaussian.
  • compositor-nodes-desintegrate-wipe-01.

Curve Maps (Indirectly fixed by blender/blender!118624)

Problem

CPU and GPU evaluates curve maps slightly differently, which can produce a tiny difference in the
0.001 magnitude. Further, curve maps are stored as half floats in the GPU, so we lose some
precision, making the difference worse.

Solution

Don't use the hardware sampler and interpolate the curve maps manually. Use full float for curve
maps.

Affected Nodes

  • RGB Curves.
  • Vector Curves.
  • Color Ramp.

Failed Tests

  • node curve vec.

Clipped Transformations (blender/blender!119278)

Problem

The result of some transformations is clipped in CPU, but only in background rendering, so this is a
bug in the CPU implementation rather than a difference.

Solution

Unknown, still needs investigation.

Affected Nodes

  • Flip.
  • Scale.
  • Rotate.
  • Transform.
  • Translate.

Failed Tests

  • flip scalerotate.

Linear Space Color Conversion (blender/blender!118624)

Problem

CPU produces slightly different values after sRGB to Linear color transformations, for instance,
pixels of value 1.0 becomes 1.00002408. According to Sergey:

The sRGB transform uses ExponentWithLinearTransform, which internally does SSE SIMD for pow, and that might not be as precise as per-component powf from libc. https://projects.blender.org/blender/blender/pulls/110895

Solution

Do the color space conversion on the CPU using the same OIIO method. Or move to a more accurate method on the CPU.

Affected Nodes

  • Image.
  • Movie Clip.

Failed Tests

  • node keying matte.
  • node chroma matte.
  • distorted bw key.

Legacy Cryptomatte (blender/blender!118570)

Problem

GPU doesn't have an implementation.

Solution

Unclear what this node represents or if it will be removed. Just do an implementation regardless.

Affected Nodes

  • Legacy Cryptomatte.

Failed Tests

  • node cryptomatte legacy.

Fog Glare (f0c379e1d3)

Problem

CPU convolves the image with an arbitrary point spread function. GPU uses a Bloom algorithm.

Solution

Move Bloom as to separate option, port implementation to CPU. Add an FFT implementation for GPU and
use that to do the convolution, getting rid of the arbitrary PSF for both CPU and GPU.

Affected Nodes

  • Glare.

Failed Tests

  • node glare fog glow.
  • Fire2.

Denoise (blender/blender!118553)

Problem

CPU always adds the normal and albedo passes even if they are not connected, and inflates their
values to full buffers.

Solution

Only add the normal and albedo passes if they are actually connected and are full buffers.

Affected Nodes

  • Denoise.

Failed tests

  • denoise.

Interpolation

Problem

CPU and GPU interpolate images differently, but it is likely that the GPU is more correct.

Solution

Unknown, needs more investigation.

Affected Nodes

  • Corner Pin.
  • Displace.
  • Lens Distortion.
  • Map UV.
  • Movie Distortion.
  • Plane Track.
  • Rotate.
  • Translate.
  • Scale.
  • Transform.
  • Stabilize 2D.
  • Directional Blur.
  • Sun Beams.

Failed Tests

  • node corner pin.
  • node displace.
  • node lens distortion negative.
  • node lens distortion positive.
  • node map u v.
  • node movie distortion distort.
  • node movie distortion undistort.
  • node plane track image.
  • node plane track motion image.
  • node rotate.
  • node scale.
  • node stabilize 2d.
  • node stabilize 2d invert.
  • node transform.
  • node translate.
  • node d blur.
  • node sun beams.
  • Fire2.
  • compositor-nodes-desintegrate-wipe-01.
  • distorted bw key.
  • flip scalerotate.

Vector Blur (blender/blender#120135)

Problem

GPU uses an implementation similar to EEVEE, while CPU uses a more compute intensive operation.

Solution

Formalize GPU implementation and port it to CPU.

Affected Nodes

  • Vector Blur.

Failed Tests

  • node vector blur.

Variable Transformations (blender/blender#120314)

Problem

CPU allow the inputs of transform nodes to be variable, GPU does not.

Solution

Allow variable transformations for GPU.

Affected Nodes

  • Rotate.
  • Translate.
  • Scale.
  • Transform.

Failed Tests

  • Fire2.
LLM Reasoning

Got it, let's analyze these two bug reports.

First, Bug Report 1 is about the Vector Blur node producing different results between CPU and GPU. The steps to reproduce are switching the compositor device (CPU vs GPU) and noticing the difference.

Bug Report 2 has a section on "Vector Blur" under its list of differences. It says the problem is that GPU uses an implementation similar to EEVEE, while CPU uses a more compute-intensive operation. The affected node is Vector Blur, and there's a failed test for it.

So both reports are about the Vector Blur node having different results between CPU and GPU. The first report is a specific instance (user's experience), and the second is part of a broader list of CPU vs GPU differences, but the core issue—Vector Blur differing between CPU and GPU—is the same.

Therefore, they are duplicates.

JSON Data

{
"llm_judgement": true,
"processing_time": 20.768289,
"duplicate_report_number": "118548"
}

<!-- ID: CHECK_DUPLICATE --> ### Report flagged as duplicate by LLM <details> <summary>Compositor: CPU vs GPU Differences</summary> https://projects.blender.org/blender/blender/issues/118548 Each of the following sections describe one difference between the CPU and GPU compositors, its problem, its potential solution, the nodes it affects, and the failed regression tests where it manifests. ## Anisotropic Filtering #### Problem GPU uses the hardware anisotropic filtering capabilities of the GPU. Since each vendor, GPU, and driver might have a different implementation, we can't really unify the implementations. #### Solution Reimplement our own anisotropic filter. #### Affected Nodes This affects the following nodes: - Corner Pin. - Displace. - Map UV. - Plane Track. #### Failed Tests - node corner pin. - node displace. - node map u v. - node plane track image. - node plane track motion. ## Jitter Anti-Aliasing (blender/blender!118853) #### Problem CPU uses an 8-sample jitter multi-sample anti-aliasing algorithm to anti-alias some masks. GPU compositor uses bilinear interpolation with zero boundary to achieve anti-aliasing. #### Solution Use SMAA in all compositor operations that require anti-aliasing. #### Affected Nodes - Corner Pin. - Plane Track. #### Failed Tests - node corner pin plane. - node plane track motion plane. - node plane track plane. ## SMAA (blender/blender!119414) #### Problem SMAA operation produce different results between CPU and GPU. GPU uses the original SMAA library, CPU uses a C++ port of the library. #### Solution No solution known yet. Needs investigation to figure out where the difference originates. #### Affected Nodes - Anti-Alias. - ID Mask. - Z Combine. - Dilate. #### Failed Tests - node dilate threshold. ## Fast Gaussian (382131fef2) #### Problem GPU does not implement the Fast Gaussian blur mode and falls back to the slow convolution algorithm. But, CPU implementation seems broken and could better match standard Gaussian for low dynamic range images. Further, CPU sometimes uses Fast Gaussian as a utility in other operations, like the Glare node, while a normal blur should be used instead since the blur radius is very small. #### Solution Implement Fast Gaussian for GPU, port the same implementation to CPU. #### Affected Nodes - Blur. #### Failed Tests - node blur fast gaussian. - compositor-nodes-desintegrate-wipe-01. ## Curve Maps (Indirectly fixed by blender/blender!118624) #### Problem CPU and GPU evaluates curve maps slightly differently, which can produce a tiny difference in the 0.001 magnitude. Further, curve maps are stored as half floats in the GPU, so we lose some precision, making the difference worse. #### Solution Don't use the hardware sampler and interpolate the curve maps manually. Use full float for curve maps. #### Affected Nodes - RGB Curves. - Vector Curves. - Color Ramp. #### Failed Tests - node curve vec. ## Clipped Transformations (blender/blender!119278) #### Problem The result of some transformations is clipped in CPU, but only in background rendering, so this is a bug in the CPU implementation rather than a difference. #### Solution Unknown, still needs investigation. #### Affected Nodes - Flip. - Scale. - Rotate. - Transform. - Translate. #### Failed Tests - flip scalerotate. ## Linear Space Color Conversion (blender/blender!118624) #### Problem CPU produces slightly different values after sRGB to Linear color transformations, for instance, pixels of value 1.0 becomes 1.00002408. According to Sergey: > The sRGB transform uses `ExponentWithLinearTransform`, which internally does SSE SIMD for `pow`, and that might not be as precise as per-component `powf` from libc. https://projects.blender.org/blender/blender/pulls/110895 #### Solution Do the color space conversion on the CPU using the same OIIO method. Or move to a more accurate method on the CPU. #### Affected Nodes - Image. - Movie Clip. #### Failed Tests - node keying matte. - node chroma matte. - distorted bw key. ## Legacy Cryptomatte (blender/blender!118570) #### Problem GPU doesn't have an implementation. #### Solution Unclear what this node represents or if it will be removed. Just do an implementation regardless. #### Affected Nodes - Legacy Cryptomatte. #### Failed Tests - node cryptomatte legacy. ## Fog Glare (f0c379e1d3) #### Problem CPU convolves the image with an arbitrary point spread function. GPU uses a Bloom algorithm. #### Solution Move Bloom as to separate option, port implementation to CPU. Add an FFT implementation for GPU and use that to do the convolution, getting rid of the arbitrary PSF for both CPU and GPU. #### Affected Nodes - Glare. #### Failed Tests - node glare fog glow. - Fire2. ## Denoise (blender/blender!118553) #### Problem CPU always adds the normal and albedo passes even if they are not connected, and inflates their values to full buffers. #### Solution Only add the normal and albedo passes if they are actually connected and are full buffers. #### Affected Nodes - Denoise. #### Failed tests - denoise. ## Interpolation #### Problem CPU and GPU interpolate images differently, but it is likely that the GPU is more correct. #### Solution Unknown, needs more investigation. #### Affected Nodes - Corner Pin. - Displace. - Lens Distortion. - Map UV. - Movie Distortion. - Plane Track. - Rotate. - Translate. - Scale. - Transform. - Stabilize 2D. - Directional Blur. - Sun Beams. #### Failed Tests - node corner pin. - node displace. - node lens distortion negative. - node lens distortion positive. - node map u v. - node movie distortion distort. - node movie distortion undistort. - node plane track image. - node plane track motion image. - node rotate. - node scale. - node stabilize 2d. - node stabilize 2d invert. - node transform. - node translate. - node d blur. - node sun beams. - Fire2. - compositor-nodes-desintegrate-wipe-01. - distorted bw key. - flip scalerotate. ## Vector Blur (blender/blender#120135) #### Problem GPU uses an implementation similar to EEVEE, while CPU uses a more compute intensive operation. #### Solution Formalize GPU implementation and port it to CPU. #### Affected Nodes - Vector Blur. #### Failed Tests - node vector blur. ## Variable Transformations (blender/blender#120314) #### Problem CPU allow the inputs of transform nodes to be variable, GPU does not. #### Solution Allow variable transformations for GPU. #### Affected Nodes - Rotate. - Translate. - Scale. - Transform. #### Failed Tests - Fire2. </details> <details> <summary>LLM Reasoning</summary> Got it, let's analyze these two bug reports. First, Bug Report 1 is about the Vector Blur node producing different results between CPU and GPU. The steps to reproduce are switching the compositor device (CPU vs GPU) and noticing the difference. Bug Report 2 has a section on "Vector Blur" under its list of differences. It says the problem is that GPU uses an implementation similar to EEVEE, while CPU uses a more compute-intensive operation. The affected node is Vector Blur, and there's a failed test for it. So both reports are about the Vector Blur node having different results between CPU and GPU. The first report is a specific instance (user's experience), and the second is part of a broader list of CPU vs GPU differences, but the core issue—Vector Blur differing between CPU and GPU—is the same. Therefore, they are duplicates. </details> <details> <summary>JSON Data</summary> { "llm_judgement": true, "processing_time": 20.768289, "duplicate_report_number": "118548" } </details>
Author
Owner

Report flagged as NOT a duplicate by LLM

Compositing: Increasing Blur Size value above 1 GPU and CPU devices give different results

https://projects.blender.org/blender/blender/issues/133837

System Information
Operating system: Windows-10-10.0.26100-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 566.36 Opengl Backend

Blender Version
Broken: version: 4.3.2, branch: blender-v4.3-release, commit date: 2024-12-16 21:10, hash: 32f5fdce0a0a

Short description of error
When increasing the Blur Size value on the Blur node above 1 in the compositor, GPU and CPU devices give different results.

Exact steps for others to reproduce the error

  • open the attached blend file
  • render image
  • switch between the GPU and CPU devices
LLM Reasoning

Got it, let's analyze these two bug reports. First, look at the descriptions and steps.

Bug report 1 is about the Vector Blur node having different results between CPU and GPU. The steps are switching compositor device (CPU/GPU) and rendering.

Bug report 2 is about the Blur node (not Vector Blur) with Blur Size above 1, differing between GPU and CPU. Steps are similar: switch devices and render.

So the nodes are different (Vector Blur vs Blur), so the issues are not the same. Therefore, the answer is No.

JSON Data

{
"llm_judgement": false,
"processing_time": 9.927086,
"duplicate_report_number": "133837"
}

<!-- ID: CHECK_DUPLICATE --> ### Report flagged as NOT a duplicate by LLM <details> <summary>Compositing: Increasing Blur Size value above 1 GPU and CPU devices give different results</summary> https://projects.blender.org/blender/blender/issues/133837 **System Information** Operating system: Windows-10-10.0.26100-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 566.36 Opengl Backend **Blender Version** Broken: version: 4.3.2, branch: blender-v4.3-release, commit date: 2024-12-16 21:10, hash: `32f5fdce0a0a` **Short description of error** When increasing the Blur Size value on the Blur node above 1 in the compositor, GPU and CPU devices give different results. **Exact steps for others to reproduce the error** - open the attached blend file - render image - switch between the GPU and CPU devices </details> <details> <summary>LLM Reasoning</summary> Got it, let's analyze these two bug reports. First, look at the descriptions and steps. Bug report 1 is about the Vector Blur node having different results between CPU and GPU. The steps are switching compositor device (CPU/GPU) and rendering. Bug report 2 is about the Blur node (not Vector Blur) with Blur Size above 1, differing between GPU and CPU. Steps are similar: switch devices and render. So the nodes are different (Vector Blur vs Blur), so the issues are not the same. Therefore, the answer is No. </details> <details> <summary>JSON Data</summary> { "llm_judgement": false, "processing_time": 9.927086, "duplicate_report_number": "133837" } </details>
Author
Owner

Report flagged as NOT a duplicate by LLM

Compositor: GPU processes both inputs of switch node

https://projects.blender.org/blender/blender/issues/133618

System Information
Operating system: win10
Graphics card: 1050ti

Blender Version
Broken: 4.3.2
Broken: 4.2
Worked:

Short description of error
Bypass via Switch node doesn't give performance advance in GPU mode likewise in CPU.

Exact steps for others to reproduce the error
Create some blur setup in Compositor utilizing Switch node, enable timing overlay and test GPU vs CPU modes

LLM Reasoning

Got it, let's analyze these two bug reports. First, look at the descriptions and steps.

Bug report 1 is about Vector Blur producing different results between CPU and GPU. The steps involve switching compositor device (CPU/GPU) and noticing differences.

Bug report 2 is about a Switch node in Compositor where GPU processes both inputs, leading to no performance gain compared to CPU. Steps are creating a blur setup with Switch node, testing GPU vs CPU modes.

The core issues are different: one is about Vector Blur's result difference between devices, the other is about Switch node behavior (processing both inputs) affecting performance. So they're not the same issue. Therefore, the answer is No.

JSON Data

{
"llm_judgement": false,
"processing_time": 9.584205,
"duplicate_report_number": "133618"
}

<!-- ID: CHECK_DUPLICATE --> ### Report flagged as NOT a duplicate by LLM <details> <summary>Compositor: GPU processes both inputs of switch node</summary> https://projects.blender.org/blender/blender/issues/133618 **System Information** Operating system: win10 Graphics card: 1050ti **Blender Version** Broken: 4.3.2 Broken: 4.2 Worked: **Short description of error** Bypass via Switch node doesn't give performance advance in GPU mode likewise in CPU. **Exact steps for others to reproduce the error** Create some blur setup in Compositor utilizing Switch node, enable timing overlay and test GPU vs CPU modes </details> <details> <summary>LLM Reasoning</summary> Got it, let's analyze these two bug reports. First, look at the descriptions and steps. Bug report 1 is about Vector Blur producing different results between CPU and GPU. The steps involve switching compositor device (CPU/GPU) and noticing differences. Bug report 2 is about a Switch node in Compositor where GPU processes both inputs, leading to no performance gain compared to CPU. Steps are creating a blur setup with Switch node, testing GPU vs CPU modes. The core issues are different: one is about Vector Blur's result difference between devices, the other is about Switch node behavior (processing both inputs) affecting performance. So they're not the same issue. Therefore, the answer is No. </details> <details> <summary>JSON Data</summary> { "llm_judgement": false, "processing_time": 9.584205, "duplicate_report_number": "133618" } </details>
Triager-bot added the Trager-Bot Will Send Comment label 2026-04-13 15:39:24 +00:00
Sign in to join this conversation.
1 Participants
Notifications
Due Date
No due date set.
Dependencies

No dependencies set.

Reference: Triager-bot/blender-bug-reports#69