In another thread here, Jet-Pack responded to a question about Z-Fighting, and I've seen more than a few comments on it regarding Aerofly Fs 2.
This reminded me of something my friends over Outerra came up with: a solution having to do with near and far clipping accuracy, and it was a solution that was well thought of and has been since used by other developers. Just wondering If the Ipacs developers had heard of it, and if it was applicable.
http://outerra.blogspot.com/2009/08/logarithmic-z-buffer.html
http://outerra.blogspot.com/2012/11/maximi…-range-and.html
http://outerra.blogspot.com/2013/07/logari…imizations.html
Quote"Some shimmering polygons on tops of mountains in Switzerland in VR. (GTX 1080, Win 10 Anniversary, Oculus Rift.)"
Do you mean z-fighting? I have that on my machine, too, I hope we can fix that. Its not as easy because you want high detail close to the camera (near clipping plane) and you don't want the world to end anywhere in the distance (far clipping plane). But the distance of the two planes greatly affects that z-buffer fighting. In great distance the precision of the graphics cards, which render only floats (except some newer very expensive cards) and floats have a lower precision, so sometimes a value for one triangle is greater than the other simply because of these calculation errors.
So question to you: do you rather want the cockpit to be clipped away at a radius of 1m or do you rather have z-fighting until the weather engine adds fog and hides all that lol