We recently came upon a problem with RTX lighting in our game and I have been unable to solve it. We’re getting a weird effect that almost looks like Z fighting, except it’s not. It seems to become more exaggerated the further we are from our origin point. We do have world composition and world origin rebasing turned on for our game. For reference, this issue wasn’t happening before and I’m trying to track down what we might have changed to make it happen, but I just can’t. It only occurs when moving.
Here’s a video of what’s going on:
When I looked at the back of the ship at around 0:25, the world origin shifted, so the problem went away for a tad bit. We have a shortcut to toggle RTX effects on/off, which I start toggling at 0:39 to show the difference. It definitely is only appearing with ray-traced lighting and I’ve attempted to narrow it down, but I just can’t find it. I’ve tried:
- Toggling all ray traced post process settings we have active on/off
- Changing ray traced samples and bounce amounts
- Turning off static shadow settings
- Upping light map resolution
- Adjusting source angle of our directional light (which lights the scene)
- I’ve attached a point light to our player ship with the ship as its parent and the effect happens with the point light as well
Any idea what might be causing this?