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Question by Rezzolution · Nov 20, 2013 at 11:44 PM · shaderoculusoculusriftz-fightingz-buffer

Mesh Edges Flickering?

Hey guys! I'm hoping to get a little help with a problem I've been having with my project for quite some time now and can't seem to figure out how to fix... my problem is that I'm using a procedural city generator script in 3dsmax (it's called GhostTown), and it's great! But the problem is that many of the edges of the meshes after being imported are almost constantly flickering when in-game. I'm using the Oculus Rift and a multiple camera setup to try to reduce z-fighting buffer or whatever but it's just not seeming to fix it.. I've run out of ideas and nowhere on the internet have I been able to find a solution.. =/

Thanks for your time!

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Answer by Rocket Alien · Nov 21, 2013 at 01:30 AM

It looks like you may be trying to eliminate a symptom and not the root cause.

You would normally see z-fighting when there are things drawn on top of each other using the same depth value. I would suggest examining your model and see if you have overlapping geometry at the edges of your mesh.

Do you see flickering when you use a single camera instead of the Oculus camera rig?

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avatar image Rezzolution · Nov 21, 2013 at 06:32 PM 0
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Oh wow! I hadn't even thought to try that but sure enough with Oculus mode disabled it looks just fine! Can't say I'm sure exactly why though...

$$anonymous$$y Oculus setup is using 3 cameras at different depths - one with very low near and far clip values for the player layer, one very far for the sky layer, and one for everything else.. Any ideas on why this is all happening would be greatly appreciated!

avatar image Rocket Alien · Nov 21, 2013 at 11:58 PM 0
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Looks like something maybe going on with overlapping camera views.

Do you have both Oculus and non-Oculus cameras enabled at the same time? Do you have the same depth assigned to each camera? Even in the Tuscany demo, left and right cameras have different depth values.

If I understand correctly what you're trying to do, you probably need 3 separate Oculus camera rigs each having its own left/right cameras.

If all else fails, try asking here: https://developer.oculusvr.com/forums/

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Answer by rinkusaru · Nov 15, 2017 at 12:46 AM

Hi Did you able to find the solution to above problem I'm facing the same issue in oculus rooms and unable to found the permanent solution. Any help will be appreciated.

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