Visual glitches because of FP precision

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Visual glitches because of FP precision

Postby Hrenli » Tue Mar 19, 2019 5:05 pm

Well, people who are familiar with 3D graphics know what I mean. For example, you can see the sails misbehave on the knarr here (the naked orgy part):



It happens inevitably when you move an object far enough from zero coord thanks to floating point precision. Current implementation seems to take your login point as zero and then move you relatively to that. So the further you move from that point the more glitchy animations become. And knarr sail seems to be the most prone to visualize it. Classical solutions are either to move the world around the player instead of moving the player around the world or to calculate offset from zero before animation.

It's not a big problem, but as loftar is rewriting the client rendering anyway I thought it might be worth to point it out. Maybe it's possible to fix with the next client? :)
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Re: Visual glitches because of FP precision

Postby loftar » Tue Mar 19, 2019 5:18 pm

Well, in this particular case, the glitches is caused by using an unsupported camera mode, as the badcam perspective matrix compresses the depth coordinates much more. Not saying it shouldn't be fixed, but maintaining the badcam is not the highest of priorities.
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Re: Visual glitches because of FP precision

Postby Hrenli » Tue Mar 19, 2019 5:23 pm

loftar wrote:Well, in this particular case, the glitches is caused by using an unsupported camera mode, as the badcam perspective matrix compresses the depth coordinates much more. Not saying it shouldn't be fixed, but maintaining the badcam is not the highest of priorities.


I see those glitches with standard camera too, I just don't have a video of it.

But it happens only when I move properly far (like at least 50 map grids away) in one go. As I said - it's not a big problem, only worth to look at it as part of the rewrite if it's not too late.
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Re: Visual glitches because of FP precision

Postby Ysh » Tue Mar 19, 2019 5:40 pm

Hrenli wrote:look at it as part of the rewrite if it's not too late.

I think rewrite is already too late!
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Re: Visual glitches because of FP precision

Postby Omnipotent » Tue Mar 19, 2019 8:25 pm

Considering Z-fighting is purely cosmetic, I'm going to take a gander and say this is not going to be dealt with any time soon. There are much more important things to deal with first. ;)
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