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Image flickering with animated camera


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Posted

Dear Unigine,

 

we have a strange phenomenon with our project as, the image is flickering when using our animated camera.

 

It seems that those flickering, which is always occuring at the same rotation angles is in the 'Dynamic Reflection' pass, when turned off the flickering disappears.

 

The flickers are some few flashes in the image you will notice while rotating with the camera.

 

 

I could not manage to dif deeper into that issue and find the evil.

 

May I ask you to look at our scene, I uploaded onto Unigine FTP. (xlaevis_22012016_small.zip)

 

(Please use the game camera to view the scene).

 

Thank you very much.

Posted

Hi Werner,

 

I didn't have a chance to look at the scene yet, but if you have enabled Environment Probe in the scene (with Dynamic flag enabled), you can try to increase the number of cubemap sides generated per frame from 1 to greater value.

 

To do this you need to change Update value from default (https://developer.unigine.com/en/docs/2.1.1/objects/lights/environment_probe).

 

Thanks!

How to submit a good bug report
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FTP server for test scenes and user uploads:

Posted

Hey.

 

Thank you for the tip.

 

Doesnt seem to solve the issue, unfortunately.

 

It is interesting, that you can force a similar (maybe the same as it looks the same) kind of issue, if you toggle the Material Tab in the editor back and forth,.

(Not with any other panel).

 

Thx.
Werner

Posted

Hi Werner,

 

I've checked your test scene - and it seems that you still using the wrong models scaling. We highly recommend to use normal scaling (1 unit = 1 meter). Ambient occlusion will work incorrectly with such scaling.

 

Regarding the flickering issue - it is because of the mirror material. This is known issue and will be fixed in Unigine 2.2 update. It's related how the engine handles internally while rendering the viewports (for example, for Environment Probe - 6 independent viewports needs to be created). That's why we are still not implemented it :(

 

I will ask if there is a possibility to fix this issue in 2.1.1 SDK.

 

The image should not be flickering:

  1. If you will always have mirror in the viewport. In that case number of the rendering buffers will be always the same.
  2. With disabled TAA (render_antialiasing 0 or 1).

Thanks!

How to submit a good bug report
---
FTP server for test scenes and user uploads:

Posted

Ahhh.

Thank you for that info!!

 

 

The scaling is an issue here as we need to be that big for a correct Physics. 

We have a very small body (the frog) which does not get physics bodies assigned if we in the 'Real World Scale' (The frog is only 15 mm big).

 

So that swhy we kept that scaling.

 

AO does seem to work correctly so far and we do not have any other miss behaviors atm.

 

Thx.

Posted

Hi Andrey

 

We are also observing the flickering but due to our custom frustum we are bound to FXAA and Unigine 2.1.

 

Additionally, we are observing a flickering of a complete blueish scenery. Is this also related to the environment probe?

 

Kind regards,

Renato

Posted

Additionally, we are observing a flickering of a complete blueish scenery. Is this also related to the environment probe?

Flickering with TAA enabled is the known issue for now (will be fixed in 2.2 update). If you observing flickering without TAA - we need to check the reproduction steps, I'm afraid.

How to submit a good bug report
---
FTP server for test scenes and user uploads:

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