Tested on the Medium and High graphics presets (Vulkan renderer).
Pretty easy to replicate: Place a space platform on the lowest level (0), and put Trash blocks on it. Compare the appearance of these to the same blocks on the main platform level (1). The lower-level trash blocks appear to be rendered differently and it doesn't seem to be intentional.
#[SPZ2-5030] Trash building material rendering is broken on lower platform level (Vulkan?)
9 messages · Page 1 of 1 (latest)
Yeah, it's weird. its smooth and unchanging on level 1, but is changing weirdly when zooming in and out on level 0 and level 2.
Is that what you mean?
But if that is what you mean it's happening with directx11 as well
And its way worse if placing it far from the vortex.
Thanks for the bug report I have created an internal bug report for it.
[SPZ2-5030] Trash building material rendering is broken on lower platform level (Vulkan?)
thx
about the zooming in/out changing effects, my guess is that it's using the VERTEX position, both view-space and world-space, along with gradient noise, which can be very sensitive to tiny adjustments in position, such as those in the end of the easing of the camera zoom.
(also, I think the person who wrote the shader for the trash material only considered if the trash was at y=0, so a possible solution would be to modulo the Y position in the shader so that it's the same on all three levels.)
and it's also broken (for me) if I just look at it without moving the camera. or rather, it looks quite different. it looks exactly like broken gradient noise.