#[SPZ2-5426][1.0.0-A2-RC1] Station elements start z-fighting when moving away from the center

43 messages · Page 1 of 1 (latest)

crimson pike
late jay
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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.

cunning fern
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Also see it on details of the VGA

late jay
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you will see it on almost everything.

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if you are very far away it looks like this

grim pine
late jay
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And it gets much more extreme than that. XD

cunning fern
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That is not z-fighting.

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They're both caused by distance and floating point issues but the z-fighting is a different symptom.

late jay
grim pine
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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

cunning fern
cunning fern
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The z-fighting doesn't happen at the center but does at the outer edge of the bulleseye. That's not that far away.

crimson pike
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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.

cunning fern
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I'm about 8 quadrants away diagonally.

oak dawn
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This center area isn't affected, but other areas are badly affected.

cunning fern
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Might be a weird interaction with the specific floating point numbers used for those coordinates. 🤷‍♂️

oak dawn
cunning fern
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It affects small details and "stickers" mostly for this issue.

oak dawn
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There is the other distortion issues, but I count them as separate to whatever this is.

cunning fern
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They're probably related fundamentally but the solution for this one is not the solution for the other.

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The warped geometry far from the middle is an engine thing. This one probably can be fixed with a few tweaks to the models.

oak dawn
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That is my hope as well.

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Now to see if I can get more information to point to that possible easy fix...

crimson pike
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I can also see some artifacts on the surface of the trash bins.

cunning fern
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The yellow parts could probably just be made thicker. The VGA details might take more work.

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I haven't noticed it on the other stations. Have you?

oak dawn
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[SPZ2-5426][1.0.0-A2-RC1] Station elements start z-fighting when moving away from the center

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Internal Ticket created. I showed different elements being affected while others weren't even at high distances.

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Look at the back of this. The part on the back is fine at 40|A when other wall elements go crazy.

eternal grail
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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)

oak dawn
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How I referenced it internally was flickering or z-fighting.

cunning fern
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Looks like it happens on all stations:

crimson pike
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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.