demostenes Posted February 22, 2016 Share 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. Link to comment
silent Posted February 23, 2016 Share 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 Link to comment
demostenes Posted February 23, 2016 Author Share 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. Link to comment
ulf.schroeter Posted February 23, 2016 Share Posted February 23, 2016 Temporal anti-aliasing artifacts ? Link to comment
demostenes Posted February 27, 2016 Author Share 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. Link to comment
silent Posted February 28, 2016 Share 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 Link to comment
demostenes Posted March 1, 2016 Author Share 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). Link to comment
silent Posted March 2, 2016 Share 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 Link to comment
demostenes Posted March 3, 2016 Author Share Posted March 3, 2016 Here is one item, you can put more instances into scene: http://www.endor.cz/demo/tmp.7z Link to comment
necris Posted March 3, 2016 Share 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. Link to comment
demostenes Posted March 3, 2016 Author Share 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? Link to comment
necris Posted March 3, 2016 Share 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) Link to comment
werner.poetzelberger Posted March 3, 2016 Share 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. Link to comment
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