#[SPZ2-5426][1.0.0-A2-RC1] Station elements start z-fighting when moving away from the center
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The z-fighting is more noticeable the farther away you are from the middle, the chunk 0|A. You'll start to see the first symptoms when you are four chunks away from the center.
I've already mentioned this in another bug report and also told the team members who were at Gamescom when I was there.
you will see it on almost everything.
this happens if you are very far away
if you are very far away it looks like this
those two would be https://discord.com/channels/1000343719314198548/1096751406293205032
absolutely
And it gets much more extreme than that. XD
That is not z-fighting.
They're both caused by distance and floating point issues but the z-fighting is a different symptom.
But Z-fighting also increases with distance.
yeah but if there is Z fighting even when close to the center, then it means there are actually parts of the model overlapping, and that can be easily fixed by changing the model, while the issues that happen when getting further away from the center can't be as easily fixed
I just said that in what you quoted. The Z-fighting is much more sensitive to it.
Yes. Small details are affected first. The issue with those yellow stripes is that to fix them you need to move them further from the surface. That can leave a gap under them. So they'd need to be made into a thicker 3D detail instead of just being a "sticker".
The z-fighting doesn't happen at the center but does at the outer edge of the bulleseye. That's not that far away.
FWIW - The station in the video I posted was about 8 quadrants from the center, in the second "ring" of patches. It becomes noticeable (to me) at about 6 quadrants distance. It's probably more noticeable in this case because of the high contrast of the bright yellow on dark grey.
I'm about 8 quadrants away diagonally.
Thanks for reporting this issue 🙂
So weird. Some parts don't get affected at all, and others do.
This center area isn't affected, but other areas are badly affected.
Might be a weird interaction with the specific floating point numbers used for those coordinates. 🤷♂️
That is facing east. If its on the north side then it is affected badly.
Maybe.
It affects small details and "stickers" mostly for this issue.
Yep.
There is the other distortion issues, but I count them as separate to whatever this is.
They're probably related fundamentally but the solution for this one is not the solution for the other.
The warped geometry far from the middle is an engine thing. This one probably can be fixed with a few tweaks to the models.
That is my hope as well.
Now to see if I can get more information to point to that possible easy fix...
I can also see some artifacts on the surface of the trash bins.
The yellow parts could probably just be made thicker. The VGA details might take more work.
I haven't noticed it on the other stations. Have you?
[SPZ2-5426][1.0.0-A2-RC1] Station elements start z-fighting when moving away from the center
Internal Ticket created. I showed different elements being affected while others weren't even at high distances.
Look at the back of this. The part on the back is fine at 40|A when other wall elements go crazy.
Same as this:
From what I understand
Z fighting is when 2 parts intersect on the same dimension, and the graphics dosent know what to draw over the other
Floating point error is due to distance where the further you go, the less precise decimals get (gl patching it)
How I referenced it internally was flickering or z-fighting.
Yes, but some details are small enough that even a small amount of FP rounding causes the parts to become coplanar in one axis.
Looks like it happens on all stations:
My guess is that there are two visible surfaces/textures that are so close to each other that the FP errors can make them change which points are "on top". More speculation, but either need to increase the tolerances, or eliminate one of the surfaces.