# About disastrously low precision of vertex normals

**URL:** <https://forums.unrealengine.com/t/about-disastrously-low-precision-of-vertex-normals/2608260>\
**Category:** Rendering\
**Tags:** normals, unreal-engine\
**Created:** [July 17, 2025, 2:44pm UTC](https://forums.unrealengine.com/t/about-disastrously-low-precision-of-vertex-normals/2608260 "2025-07-17T14:44:37Z")\
**Posts on this page:** 5\
**Page:** 2

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**Author:** ![Arkiras](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/arkiras/32/1008648_2.png) [@Arkiras](https://forums.unrealengine.com/u/Arkiras)\
**Post date:** [July 20, 2025, 7:39pm UTC](https://forums.unrealengine.com/t/about-disastrously-low-precision-of-vertex-normals/2608260/21 "2025-07-20T19:39:45Z")

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Should be for most people, no idea whether this is good enough for OPs top secret use case

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**Author:** ![Dasay2605](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Dasay2605](https://forums.unrealengine.com/u/Dasay2605)\
**Post date:** [July 20, 2025, 8:06pm UTC](https://forums.unrealengine.com/t/about-disastrously-low-precision-of-vertex-normals/2608260/22 "2025-07-20T20:06:29Z")

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It probably won’t help him. He already knew about these methods of improving the “quality” of normals. He had a [post](https://forums.unrealengine.com/t/world-normals-are-tilted-off-center-and-it-makes-them-unaligned-with-world-position/2471832/4) similar to this one, where he also asked a question about normals and got the same answer, which I don’t think worked for him.

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**Author:** ![Arkiras](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/arkiras/32/1008648_2.png) [@Arkiras](https://forums.unrealengine.com/u/Arkiras)\
**Post date:** [July 20, 2025, 8:37pm UTC](https://forums.unrealengine.com/t/about-disastrously-low-precision-of-vertex-normals/2608260/23 "2025-07-20T20:37:27Z")

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Huh well, he probably already noticed this then but I didn’t know about it: Applying HP Tangent Basis without recomputing normals seems to introduce some error into the values…

Maybe this will be useful to someone, idk 🤷‍♂️

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<div class="post-metadata">

**Author:** ![Dasay2605](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Dasay2605](https://forums.unrealengine.com/u/Dasay2605)\
**Post date:** [July 20, 2025, 8:41pm UTC](https://forums.unrealengine.com/t/about-disastrously-low-precision-of-vertex-normals/2608260/24 "2025-07-20T20:41:52Z")

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> [@Arkiras](#):
>
> he probably already noticed this

Honestly, I feel like he just left UE.

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<div class="post-metadata">

**Author:** ![MostHost\_LA](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/mosthost_la/32/907035_2.png) [@MostHost\_LA](https://forums.unrealengine.com/u/MostHost_LA)\
**Post date:** [July 21, 2025, 8:07am UTC](https://forums.unrealengine.com/t/about-disastrously-low-precision-of-vertex-normals/2608260/25 "2025-07-21T08:07:29Z")

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> [@Arkiras](#):
>
> Applying HP Tangent Basis without recomputing normals seems to introduce some error into the values…

Floating point math error…  
If it’s the same as for skinned meshes there is another checkbox to check somewhere that fixes it.  
Or, you can output the normals from a texture which is likely more sane?

You still get floating point issues though - its just the nature of the beast?

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