demostenes Posted February 22, 2016 Posted February 22, 2016 If you have some thin objects, like railings, bars, etc (something like on the attached picture), from bigger distance pixels are "shaking" on these surfaces when camera is not moving. Before unigine 2.0 it was OK.
silent Posted February 23, 2016 Posted February 23, 2016 Hi Jirka, Polygon offset? Could you please provide a small test scene or video with tha blinking? Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
demostenes Posted February 23, 2016 Author Posted February 23, 2016 Hi Jirka, Polygon offset? Could you please provide a small test scene or video with tha blinking? Thanks! It is not z-fighting. I will try to record somethning.
demostenes Posted February 27, 2016 Author Posted February 27, 2016 You can see in the middle of screen, what is happening. http://www.endor.cz/demo/video.webm Btw, allow to attach any kind of file to the post, now it is very limited.
silent Posted February 28, 2016 Posted February 28, 2016 Hi Jirka, Is it possible to check a small test scene with your content? Maybe mipmaps can solve this flickering issue, it is hard to say currently. Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
demostenes Posted March 1, 2016 Author Posted March 1, 2016 Hi Jirka, Is it possible to check a small test scene with your content? Maybe mipmaps can solve this flickering issue, it is hard to say currently. Thanks! I have mipmaps for all textures. I can send you some of these objects for testing, but technically it is happening with each object like this (several thin bars, railings, etc).
silent Posted March 2, 2016 Posted March 2, 2016 If you can send us at least couple of these objects or small world with them - it will help a lot. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
demostenes Posted March 3, 2016 Author Posted March 3, 2016 Here is one item, you can put more instances into scene: http://www.endor.cz/demo/tmp.7z
necris Posted March 3, 2016 Posted March 3, 2016 It is definitely TAA artifacts. And unfortunately the most effective way to reduce it is to edit the content. For example for this fense - use LODs with thicker bars.
demostenes Posted March 3, 2016 Author Posted March 3, 2016 It is definitely TAA artifacts. And unfortunately the most effective way to reduce it is to edit the content. For example for this fense - use LODs with thicker bars. Ok, i will try to do something. Does it mean, that this is technical limitation of TAA?
necris Posted March 3, 2016 Posted March 3, 2016 Ok, i will try to do something. Does it mean, that this is technical limitation of TAA? Actually, yes. We can try to achieve a greater or lesser effect, but we can't get rid of it completely (using this antialiasing algorithm)
werner.poetzelberger Posted March 3, 2016 Posted March 3, 2016 I am experiencing that effect as well on very small objects. But before TAA we had the same issues on screen, so we either switched them off or deleted them or made them thicker.
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