Make TIME usage in shaders more resilient #198

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opened 2023-10-14 15:05:53 -04:00 by fogwaves · 1 comment
fogwaves commented 2023-10-14 15:05:53 -04:00 (Migrated from gitlab.com)

Shader effects that use TIME lose precision and distort over time.

The precision loss can be counteracted by decreasing rendering/limits/time/time_rollover_secs,

but this means shaders will visually "restart" more often, which is jarring.

If all shaders are able to use fract(TIME) instead, the rollover can probably be an incredibly small value.

Shader effects that use `TIME` lose precision and distort over time. The precision loss can be counteracted by decreasing `rendering/limits/time/time_rollover_secs`, but this means shaders will visually "restart" more often, which is jarring. If all shaders are able to use `fract(TIME)` instead, the rollover can probably be an incredibly small value.
fogwaves commented 2023-10-14 15:05:53 -04:00 (Migrated from gitlab.com)

assigned to @fogwaves

assigned to @fogwaves
fogwaves (Migrated from gitlab.com) closed this issue 2023-10-14 17:07:17 -04:00
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Reference: team-sg/hero-mark-2#198
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