# Visual Shaking of Mesh when at Highspeed

Hey im currently working on a game Prototype that uses Origin Rebasing and a very big 3d Space in only 1 Level. Its a Singleplayer game Prototype and its about flying inside of a Solar System. Luckly thanks to Origin Rebasing, i can get quite realistic scaling Values for Objects like Planets, without shrinking the Pawn to Mutch.

So i wanted to build an accel gate to let a “ship” travel the distance and was fiddlering with different methods but on every method i tried, at about 4500 m/s (im actualy not sure witch unit it actualy is in so it could be 45000 m/s or 4500cm /s since i scaled the solar system and reused the scale on HudSpeed variable from witch i read current speed)
My Ship starts Shaking and the frequence of the skaking just keeps increases with speed untill its just a blurry object .
Even worse is that 4500m/s (or that x10 or so) isnt enough M/S to travel the distance in Minutes ( its less then 2147483647cm (max 32 bit int) but this number divided by 100 is still 21474836,47m for which i would need ~ an hour to travel without shaking <.<

how to get rid of the shaking ?

i technicly could hide the ship and go into first person

i played around with field of view to have like a space warp effect, which would be another way to hide the pawn mesh but all that doesnt rly feel right. if the Speed limit before which the Pawn starts shaking would be 10x the m/s i would have less problems working around it but it seems kinda silly to have all that work just becouse the mesh is shaking.

just for clarification, i dont intend on doing anything at these speed values but travel vom point A to point B.
The camera has a boom, with a fixed length, no camera lag

I assume this is reproduceable in a starter project (flying ) if you tweak the accel accordingly

im also rebasing origin a couple of times when traveling the distance, just to clarify its not a floating point issue, caused by too high coordinate values

im also aware that unreal engine isnt a big world engine and that something like that just wasnt intended to be done in unreal but for my problem its merely cosmetic, sure would be awesome to have a fluid motion between the gates, but i could also just teleport the pawn between the points or do some teleportation + moving incase there is no workaournd.

Seems like i can answer this myself, there were 2 Settings contributing to these flickering issues.

I first narrowed it down to Lighting since it only appeared in a lit scene

i disabled Motionblur (post process volume had it disabled) in the Project default Rendering Settings and Choose MSAA insead of Temp AA

The main “blurryness” was caused by the motionblur, the shaking seems to be associated with the temp AA