Game Development Community

T3D 1.1 final - unacceptable amount of jitter caused by floating point precision errors

by Guy Allard · in Torque 3D Professional · 10/12/2011 (11:36 am) · 2 replies

following on from this thread, I'm pretty concerned about the amount of jitter at coordinates fairly close to the origin that T3D is exhibiting.

If you load the blank room level in the FPS example, look at the soldiers gun, specifically the round bit at the far right of the screen (probably hidden beneath that annoying help box - hit h to hide it). Then pull down the console and enter localclientconnection.player.settransform("2000 2000 1 1 0 0 0"); and hit enter. Now look at the gun, and see that it is jittering slightly instead of animating smoothly. Pull down the console and enter localclientconnection.player.settransform("0 0 1 1 0 0 0"); and it will be animating smoothly again.

Repeat the above, this time after hitting TAB to go to 3rd person view and rotate with the mouse. See how the glowing parts of the soldier (eg his fanny(lol) pack) flicker when at (2000, 2000) compared to how they appear at (0,0).

Messing with this some more, I can clearly see the gun in 1st person, and the glowing parts in 3rd person starting to jitter at (750, 750). I'm struggling to accept that this is to be expected. People usually talk about 10km being the region where this stuff starts to become an issue.

This stuff is even more noticable when using vehicles as they don't have animations to 'mask' the jittering.

I know that some jitter is to be expected, but this seems considerably worse than with previous engine incarnations (TGE and TGEA)

#1
10/12/2011 (12:12 pm)
Yeah, I'd noticed that precision seemed to be down somewhat from 1.1B3, with jitter visible at much shorter distances than before ...

And of course fanny means something different in "propah" English than US English ... *chortles immaturely*
#2
10/12/2011 (12:56 pm)
'Scale everything down' has always been the stock answer about this, but I'd like to just flag at the start of this conversation that, as you pointed out in the other thread, that doesn't actually work.

I've not played with this myself, but 750 seems a ridiculously small distance to have to worry about this. Even 2km isn't far when you're talking about a game with any reasonably open environment.