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Question by $$anonymous$$ · Jan 25, 2014 at 01:34 AM · flicker

Nervous geometry on movement

I want to ask why exactly in Unity, when movement happens slightly distant geometry with high detail becomes highly nervous and jumps / flickers? I've ruled out it being any sort of aliasing issue, I've also noticed this doesn't happen in other engines.

I've tested with Micheal O's Medieval environment pack, the only thing I can think of is Z-buffer precision. Anyone else noticed this? Walking around a scene, tree's and grass are a bad culprit for this sort of behaviour, especially leafs and branches.

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avatar image getyour411 · Jan 25, 2014 at 02:14 AM 0
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I think you are commenting on billboarding and detail density and you can adjust those in your Terrain preferences

avatar image $$anonymous$$ getyour411 · Jan 25, 2014 at 03:02 AM 0
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I'm not at all, this applies to meshes as well with busy geometry. Appreciate the input though.

avatar image getyour411 getyour411 · Jan 25, 2014 at 04:43 AM 0
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You pointed out leafs and branches which are part of the greater tree mesh as a culprit of particular note, and that's billboarding. $$anonymous$$ore generically, could be LoD/Quality settings in your player as well as camera controls if you are doing something special.

avatar image $$anonymous$$ getyour411 · Jan 25, 2014 at 03:10 PM 0
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I did, because leaves and branches are small pieces of geometry, it's nothing to do with LOD as a lot of models aren't LOD.

$$anonymous$$aybe a video would help?

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avatar image $$anonymous$$ · Jan 26, 2014 at 04:17 AM 0
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Video will be easier:

https://vimeo.com/85060009

Watch what happens to distant geometry.

avatar image getyour411 · Jan 26, 2014 at 04:38 AM 0
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Scene's looking fantastic, I saw a lil flicker around the clotheslines but I wasn't picking up anything else; sorry, hopefully someone else w/ keener eyes can help.

avatar image Invertex · Jan 26, 2014 at 04:40 AM 0
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Really just looks like poor anti-aliasing to me, even though you say it's not... Only using 48-184GB VRA$$anonymous$$, yet AA is supposedly on, with a scene as complex as that?

avatar image $$anonymous$$ · Jan 26, 2014 at 04:53 AM 0
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You mean $$anonymous$$B right :D, I just struggle to believe 8X$$anonymous$$SAA would act that poorly.. Distant geometry seems to point at Z-buffer. It could be that they found the AA implementation out of a bin.

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Answer by nesis · Feb 12, 2014 at 03:18 PM

Given you appear to be using a few postprocessing scripts, I suspect you're using Unity's postprocess antialiasing script? If I recall correctly, that script works by detecting edges in the depth buffer, and blurring only those parts of the image. That leaves out any hard edges in the RGB channels, which would explain the aliasing you're seeing while having smooth edges between pixels at different depths.

You can enable "proper" antialiasing by clicking Edit -> Project Settings -> Quality, then in the Inspector tab, change Anti Aliasing to a setting of your choice.

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avatar image $$anonymous$$ · Feb 12, 2014 at 04:51 PM 0
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Not with deferred rendering you can't :).. I'm making a C$$anonymous$$AA hybrid which should hopefully resolve this issue.

avatar image nesis · Feb 13, 2014 at 02:36 AM 0
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Best of luck with it - if you're willing, post your C$$anonymous$$AA script here or to the community wiki since I imagine plenty of people would want deferred rendering with AA.

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