Fix Extreme Z-fighting#5057
Merged
Merged
Conversation
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
What
Fixes Z-fighting for the most part within the view distance of a player, most blocks are resilient to z-fighting to up to 50+ blocks away now.
Implementation Details
Most offsets were adjusted, with the tradeoff being a very very slight gap that is only noticable if you stare at a machine extremely closely or use a spyglass at a certain angle.
Yes, we are trading the perfect illusion of flushness for resiliance here. A more proper solution would be only having a single overlay layer that is composited by all our overlays and then given an emissive mask. But that is outside the scope of this PR.
AI Usage
If you answered yes, please fill out the following information
Agents Used
Claude Fable 5
Agent Usage
it did the primary review of our offsets and suggested new offsets that minimized faces z-fighting as well as being too far away.
Outcome
Way less z-fighting
How Was This Tested
Multiple users were requested to load into the branch on their IDE with a variety of different GPUS
Tested GPUS
Additional Information
while not perfect, it's enough