Hello, it’s my first time on this forum. It’s nice to meet you all.
I have checked Environment and post-processing — Godot Engine (stable) documentation in English and looked up some “Glow” and “Emissive” threads here, but in case I end up making a post that was already made, I apologize.
Godot Version
4.6.3.
OpenGL API 3.3.0 NVIDIA 582.41 - Compatibility - Using Device: NVIDIA - Quadro P3200
Issue
First of all, I am working in Compatibility Mode because I want it to run as efficiently as possible on lower-end devices.
My issue is that when I apply Glow to an object, it bleeds at the edge of the window. I thought that might just be Godot’s default way of handling emissiveness, but as I looked around on the internet, the images I saw did not seem to exhibit the same issue that I saw.
Compatibility Mode:
Now, I did try playing around with the settings and decreasing Intensity and so on, but it’s the small bits are the edges that bother me.
Just to make sure it wasn’t a quirk of the rendering mode, I changed it to Forward+ just to see what would happen, and it still shows, and I think the issue is more clear here.

I am not sure what is causing it, or if it just is something that is supposed to be there.
It reminds me of some sort of reflective screen space edge as soon as the edge of the glow hits the edge of the screen, or more visually described, two glowing objects are about to collide.
As for my scene, it’s basically just an empty scene with a sphere with the standard material with Glow added onto it, and then a World Environment with Glow checked.
The issue isn’t apparent when the glowing object isn’t touching any edges, and that’s fine, but it’s just when it nears an edge, it ends up doing that, which isn’t very appealing to me.
Thank you very much for reading and I hope that someone can help a little.

