Satisfactory

Satisfactory

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Is Z-fighting in overlapped textures going to be fixed in the 1.0 release?
It's extremely annoying. I'm OK with building in my world and putting up with this until release if it will be fixed, but want to avoid these patterns if it will not.

Any idea if it's slated?
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Wyświetlanie 1-12 z 12 komentarzy
Fenix 21 lipca 2024 o 13:24 
https://www.youtube.com/watch?v=kWU-6bjhz4I
Basically they can get rid of it completely... will 1.0 be better than update 8? We don't know
Ostatnio edytowany przez: Fenix; 21 lipca 2024 o 13:24
Flash✪Gordon 21 lipca 2024 o 14:17 
Question:

What is Z-fighting?
Sawboss 21 lipca 2024 o 14:23 
Początkowo opublikowane przez Gordon✪Gekko:
Question:

What is Z-fighting?
Where you have two objects on the same plane so the textures sort of flicker from one to the other.
crabcakesbenny 21 lipca 2024 o 14:24 
Początkowo opublikowane przez Gordon✪Gekko:
Question:

What is Z-fighting?

When two faces occupy the same area and fight to be displayed creating a stuttering/flickering effect.
Rogue Zamboni 21 lipca 2024 o 14:36 
How incredibly disappointing.

While technically factually accurate ("can never fully eliminate it") due to the nature of floating precision arithmetic you can absolutely make it appear to never happen. It's so egregious in Satisfactory that while not having looked at the code personally, I'm certain that simple methods could almost totally eliminate the problem (increase precision of depth buffer, add random epsilon plane offsets, etc).

You learn this simple stuff in college, and UE even has tutorials on how to eliminate it. There are also more complex schemes that studios use, per regular.

Of course this issue is not present in every game as this developer sounds like he's implying. It's the worst I've ever seen in a full price modern game in Satisfactory. Other games do not do this; it is not an insurmountable problem.

This sounds a lot like "we're absolutely not caring about this issue" or "we absolutely don't know how to deal with this" to me. Honestly this might make me shelf Satisfactory.

(The Z-fighting is only the tip of this game's depth buffer issues iceberg - you can still clip the camera through walls in most places....)

Ostatnio edytowany przez: Rogue Zamboni; 21 lipca 2024 o 14:39
Raterix 21 lipca 2024 o 14:56 
Początkowo opublikowane przez Rogue Zamboni:
How incredibly disappointing.

While technically factually accurate ("can never fully eliminate it") due to the nature of floating precision arithmetic you can absolutely make it appear to never happen. It's so egregious in Satisfactory that while not having looked at the code personally, I'm certain that simple methods could almost totally eliminate the problem (increase precision of depth buffer, add random epsilon plane offsets, etc).

You learn this simple stuff in college, and UE even has tutorials on how to eliminate it. There are also more complex schemes that studios use, per regular.

Of course this issue is not present in every game as this developer sounds like he's implying. It's the worst I've ever seen in a full price modern game in Satisfactory. Other games do not do this; it is not an insurmountable problem.

This sounds a lot like "we're absolutely not caring about this issue" or "we absolutely don't know how to deal with this" to me. Honestly this might make me shelf Satisfactory.

(The Z-fighting is only the tip of this game's depth buffer issues iceberg - you can still clip the camera through walls in most places....)
I agree, it's awful and pretty sad the developers couldn't get something as basic as a depth buffer working right.
Lawn-Mower 21 lipca 2024 o 14:59 
Początkowo opublikowane przez Rogue Zamboni:
you can still clip the camera through walls in most places....
Pretty sure that actually got worse with U8..
Flash✪Gordon 21 lipca 2024 o 15:50 
Początkowo opublikowane przez Sawboss:
Where you have two objects on the same plane so the textures sort of flicker from one to the other.
Początkowo opublikowane przez vantiks:
When two faces occupy the same area and fight to be displayed creating a stuttering/flickering effect.

Oh yes. like overlapping foundaments.

Thank you.
Ostatnio edytowany przez: Flash✪Gordon; 21 lipca 2024 o 15:51
jamiechi 22 lipca 2024 o 1:16 
There is a mod that claims to reduce the 'z-fighting' by increasing the overlap of the foundations. I don't think it works very well.

I think removing the overlap completely, and increasing the spacing of the small parallel lines in the textures, would help more than anything else.

It also makes a bit of difference on your screen resolution, monitor size, and maybe even the anti-aliasing.
I usually use 1080p(1920x1080). I do have a 4k monitor, but I rarely set my resolution to 4k.
My 28 inch monitor is too small to do the 4k justice.
Zak 22 lipca 2024 o 2:12 
No, the mod does not work very well. The concrete surfaced foundations suffer less from Z fighting though than the ficsit and metal surfaces.

Also, why don't the experts here submit their suggestions to CSS? I'm sure they would fix it then with ease using their basic "simple methods" that game devs with 15 years of experience could not have thought of.
Water is still broken as well. I doubt they will fix. It's the rush to get it out now and move onto something else.
Zak 22 lipca 2024 o 2:59 
Początkowo opublikowane przez MetalSpaceDust:
Water is still broken as well. I doubt they will fix. It's the rush to get it out now and move onto something else.

The devs did says that "some" of the water was just a placeholder and will be updated, but were not entirely clear what exactly will get fixed. The transitions between fast flowing water and still water are the most jarring. I pave them over if I'm working nearby :)
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