I see something like undesired terrain vertex movement on the heights (for far mountains)
How do I fix it?
(See the video)
">
I see something like undesired terrain vertex movement on the heights (for far mountains)
How do I fix it?
(See the video)
">
What is the values you set for your near/far clip planes? What is the format of your depth-stencil buffer?
Camera new view: 1.0f
Camera far view: 80000.0f
I think that you are using pretty big value for your far plane so there might be precision issue . Try to decrease it as much as possible and see if it flickers then.
@belfegor: What's the appropriate average far plane for FPS game?
I don't have problems when I make small terrain in 3Ds Max (size: 4000 x 4000).
However, If I made large terrain, like: 50,000 x 50,000 I get this problem.
Did you read the link you were provided ?
If you did, you would understand that the ratio between front/far Z-plane is too big - thus causing the Z-Buffer Shimmering.
Reduce the Far plane by at least a factor of 10.0f or increase the Near plane by at least a factor of 10.0f .
Yes, that means you will have to rescale the terrain and all objects to preserve the precision of Z-Buffer.
If you don't want to do that, your other option is to implement a Linear Z-Buffer - see http://www.mvps.org/directx/articles/linear_z/linearz.htm
If you don't want to do that either your last (and by far the easiest) option is to ignore the artifacts :-)