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Logarithmic Depth Buffer.


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#1 Mazzyplz

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Posted 09 February 2016 - 12:21 AM

polar highland has insane flickering going on in the far plane;

http://mwomercs.com/...olar-highlands/



as i too am a programmer i know this is because you are having z fighting and you are running out of precision in your depth buffer.

cryengine probably works by reversing the near and far plane so you get linear depth and it can do a fine job, but when you are working in big scale you need to do better so this game desperately needs a logarithmic depth/z buffer implemented;


video:



dynamic web demo with source code:
http://threejs.org/e...hmicdepthbuffer


explanation:
http://outerra.blogs...-range-and.html

#2 Mazzyplz

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Posted 17 March 2016 - 05:59 AM

bump

#3 happy mech

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Posted 17 March 2016 - 06:21 AM

very good

#4 MrMadguy

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Posted 18 March 2016 - 07:26 AM

I guess, you use Radeon video card? Then it's problems with your card - not with game. Games usually don't use depth buffer to render terrain - it's possible to use Painter's algorithm instead, cuz terrain is usually grid-based. Z-buffer is used to render complex models only.

#5 Goose

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Posted 18 March 2016 - 07:42 AM

I see it, too, on a GTX 980Ti. Posted Image

One only has access to the depth buffer in the training grounds, but you could install ReShade, turn on DisplayDepth (and check the Depth Settings under "Globals,") to test your theory …





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