Im trying to understand what can i do about this.
When i move my camera, zoom in or zoom out. There is this weird flickering inside and around the texture.
Im using MSAA.
The video may not show it very well, but i uploaded also the project. It is 4.27.2:
Not going to look at the project itself (on mobile afterall), but this is fairly common in msaa with transparency and mips applied.
You can turn off mips if it’s just this one image - on all texture sampled for the shader. Particularly the transparency.
If the helmet is not a rendered flat image - which from mobile I can’t honestly tell, either: great work making the asset, or, “that’s a really bad idea with MSAA, convert it to a single texture flag”.
In essence the flickers should be occurring whenever the rendering is unsure if a particular shape falls on a full pixel or not. On edges.
So if the face is a 3d face, this will happen a lot. If the face is a flat image this should never occur.
If it is occurring on a flat face and no geometry or transparency is involved while mips are hard set, first thing to do is make sure you are on dx11. If you are, then not sure - maybe something getting computed at the shader level?
Yeah should have made a more clear video showing the material.
So the material is a combination of textures.
This is so that in the game you can load different Characters in the same Instanced Static Mesh, just need to change the index of the Texture 2D Array.
Though im speculating, because the problem can be anything. I noticed this happened in other projects its not the first time i deal with these flickering issue.
And cant understand where is the problem coming from.
In the video you can see i remove the MipMaps entirely, and the flickering still happens.
Is there anything i can show more to give a better clue where the problem might be?
i have the hunch that you’re trying to do something that the engine can’t do.
if you want your image to be pixel sharp (in the filter) it will flicker when moving. as mosthost explained the engine needs to pick a pixel. when the texels are smaller than the pixels, you get flickers.
that’s where filtering comes into place, but that will make your picture look blurry on the distance.
now, i think i remember you asking for how to make your texture sharp before, so i assume you really want it to be using the “sharp” filter.
if the flickering occurs in “time” (e.g. the image is still, but yet it flickers) then it could be TAA.
after watching your previous video.
ok that kinda makes sense. taa works differently than msaa. msaa works on the geometry level not on texture (iirc i might be wrong), so it doesn’t affect your texture, and it shows the pretty normal moire pattern.
taa works differently. some people don’t like it.
i think you should check mips, maybe consider using filtering that’s not sharp. maybe have more mips. that’s some ideas. i’m not sure.
this is a video where you can see the issues with filtering and mips.
which one did you tried? mips or filtering or both? (those are 3 different options).
though i don’t think it’s something you can completely get rid of
yeah that’s moire.
i personally would prefer to use filtering or mips instead of taa. as some people would want to disable it, and it has a great impact on many other aspects, so it could degrade the quality in other areas. though taa is not “wrong”, and i don’t know of a better solution sorry. so if it works for you go ahead. maybe someone else knows a better solution.
After a lot of trial and error in the settings you suggested it improved significantly.
The character is not having any noire now.
Only the green flag (thats another texture with lerp) around the edges.
*moire actually. check out the video i’ve posted. it goes in great detail and really well explained. i think it could benefit you.
that’s how learning happens. well done!
Amazing that makes me happy to know! Great work keep it up!
It’s a great strategy to move forward by steps, and leave things for later if it’s not necessary to do immediately.