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This is a tracker dedicated to issues experienced when rendering at very long distances, i.e. involving very large camera far distance, very large and very far away geometry, lights with very long range, and all kinds of very large numbers in general.
Such scenes are very common in space settled games, open words, at-scale planets, and similar applications.
Godot currently offers a rather low level of support for such applications due to the many places numerical precision and overflow issues arise.
Sometimes these issues can be worked around with the double precision build, but many also involve numerical issues in the shaders as well, which makes having double precision in the core engine of little help.
Note : deep scenes rendering usually comes along with other related requirements like floating origin management, quadtree / octree scene partitioning or resource streaming. These are broader concerns that go beyond rendering and should not be tracked here.
Feel free to comment on this thread if you've identified or resolved issues not yet mentioned below !
Issues classification
🌌 : happens at galactic scale (numbers > ~1e+19m). Most often related to overflows in length calculations and normalizations of 32 bit vectors.
🪐 : happens at planetary scale (numbers > ~1e+6m). Most often related to numerical precision issues with near and far planes of 32 bit projection matrices
🏞️ : happens at walkable distances (numbers > ~1e+2m). Not deep scene issues strictly speaking, still mentioned because likely related
Issues list
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Nit: I'd change the title to be "very large", as "deep" usually refers to the scene tree's complexity
Flarkk
changed the title
[TRACKER] Rendering issues with deep scenes
[TRACKER] Rendering issues at very long distances
Nov 25, 2024
Flarkk
changed the title
[TRACKER] Rendering issues at very long distances
[TRACKER] Rendering issues at very long distances (numerical precision)
Nov 25, 2024
This is a tracker dedicated to issues experienced when rendering at very long distances, i.e. involving very large camera far distance, very large and very far away geometry, lights with very long range, and all kinds of very large numbers in general.
Such scenes are very common in space settled games, open words, at-scale planets, and similar applications.
Godot currently offers a rather low level of support for such applications due to the many places numerical precision and overflow issues arise.
Sometimes these issues can be worked around with the double precision build, but many also involve numerical issues in the shaders as well, which makes having double precision in the core engine of little help.
Note : deep scenes rendering usually comes along with other related requirements like floating origin management, quadtree / octree scene partitioning or resource streaming. These are broader concerns that go beyond rendering and should not be tracked here.
Feel free to comment on this thread if you've identified or resolved issues not yet mentioned below !
Issues classification
🌌 : happens at galactic scale (numbers > ~
1e+19
m). Most often related to overflows in length calculations and normalizations of 32 bit vectors.🪐 : happens at planetary scale (numbers > ~
1e+6
m). Most often related to numerical precision issues with near and far planes of 32 bit projection matrices🏞️ : happens at walkable distances (numbers > ~
1e+2
m). Not deep scene issues strictly speaking, still mentioned because likely relatedIssues list
Scene
Lighting
Shadows
Shading
Geometry
Effects
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