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#ActualL. Spiro

Posted 21 June 2012 - 06:28 AM

If you gave us a scale for your scene we could give you better guesses as to what values you should use.
1 = centimeters?
1 = meters?

If 1 unit = 1 centimeter (Half-Life 2, GoldenEye 007, Final Fantasy VII), you could probably get away with ranges from 10.0 to 100000.0.  The low value makes more of a difference than the high value, so increasing this improves your Z quality by the most amount. 100,000 is normally a ridiculous far value, but with a near of 10.0 it isn’t too bad.  Still might have some Z-fighting in detailed areas at a long-medium range or somewhat-far range.

If 1 unit = 1 meter, 0.1 to 1000.0 would be the equivalent.

In any case, you generally do not need a near value smaller than the radius of your player.  For example, in an FPS the player is a capsule or cylinder, both of which have some fixed radius that keeps them that distance from walls etc.  Since you can’t get closer than that to anything in the scene, your near distance should be just slightly under that value.  0.95 is often reasonable if 1 unit = 1 foot.

In any case, a near value of 0.001 is never acceptable.

If you truly need large viewing distances, use logarithmic Z.


L. Spiro

#2L. Spiro

Posted 21 June 2012 - 06:26 AM

If you gave us a scale for your scene we could give you better guesses as to what values you should use.
1 = centimeters?
1 = meters?

If 1 unit = 1 centimeter (Half-Life 2, GoldenEye 007, Final Fantasy VII), you could probably can away with ranges from 10.0 to 100000.0.  The low value makes more of a difference than the high value, so increasing this improves your Z quality by the most amount. 100,000 is normally a ridiculous far value, but with a near of 10.0 it isn’t too bad.

If 1 unit = 1 meter, 0.1 to 1000.0 would be the equivalent.

In any case, you generally do not need a near value smaller than the radius of your player.  For example, in an FPS the player is a capsule or cylinder, both of which have some fixed radius that keeps them that distance from walls etc.  Since you can’t get closer than that to anything in the scene, your near distance should be just slightly under that value.  0.95 is often reasonable if 1 unit = 1 foot.

In any case, a near value of 0.001 is never acceptable.

If you truly need large viewing distances, use logarithmic Z.


L. Spiro

#1L. Spiro

Posted 21 June 2012 - 06:25 AM

If you gave us a scale for your scene we could give you better guesses as to what values you should use.
1 = centimeters?
1 = meters?

If 1 unit = 1 centimeter, you could probably can away with ranges from 10.0 to 100000.0.  The low value makes more of a difference than the high value, so increasing this improves your Z quality by the most amount. 100,000 is normally a ridiculous far value, but with a near of 10.0 it isn’t too bad.

If 1 unit = 1 meter, 0.1 to 1000.0 would be the equivalent.

In any case, you generally do not need a near value smaller than the radius of your player.  For example, in an FPS the player is a capsule or cylinder, both of which have some fixed radius that keeps them that distance from walls etc.  Since you can’t get closer than that to anything in the scene, your near distance should be just slightly under that value.  0.95 is often reasonable if 1 unit = 1 foot.

In any case, a near value of 0.001 is never acceptable.

If you truly need large viewing distances, use logarithmic Z.


L. Spiro

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