-
Notifications
You must be signed in to change notification settings - Fork 140
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Physics Interpolation Breaks Terrain #470
Comments
4.4 is not supported until the release candidates. Clipmaps don't use multimesh, but foliage does. Does the issue occur with our collision disabled? Does the issue still exist with Jolt?
We don't have a way to enable or disable interpolation Did you report this on Godot's issues, or on the PR that implements physics interpolation, or on their developer chat? Physics Interpolation is the new thing here, not Terrain3D. The temporal nature of the meshes may conflict with the interpolation, similar to how TAA and FSR have issues. #302 |
Physics interpolation has no effect on the physics engine used, as it's basically just getting last physics frame transform and current physics frame transform and the process time to figure out what the display transform should be for the given frame. To this end, Disabling Collisions and Jolt result in absolutely no differences. It's hard to tell if this is a Terrain3D or a Godot issue, given that Physics Interpolation fundamentally does require proper user usage to work right. |
"Physics" Interpolation is a confusing name then. If it's not a Godot bug, then at the very least we need documentation on how to use it or setup our meshes or shader to support it, or disable it, or not conflict with it. The key feature of our clipmap terrain is that the vertices and meshes move potentially every frame, though visually they look the same. That causes TAA & FSR to get wonky and is probably the same here. |
Physics Interpolation provides a teleport option that can be reset after moving the terrain There's also an option to disable it Original PI PR godotengine/godot#92391 |
Terrain3D has PI been attempted with it disabled for Terrain3D in the OG post and it didn't help, and as such reseting doesn't work either. |
Terrain3D version
v0.9.2
System information
4.4 dev1
Is the issue reproducable in the demo?
Not applicable
Issue description
Turning on Physics Interpolation Breaks the Terrain at runtime while moving, causing 2 issues:
They happen because the position is getting Interpolated. Disabling Interpolation on Terrain3D in question doesn't do anything.
This May be an Issue with how Godot is Handling it's Interpolation, or something internally setup wrong on Terrain3D's end regarding how the Meshes are handled, but I'm not sure Which is the case.
If the Clipmaps are using MultiMesh see godotengine/godot#91818 (comment) to resolve this issue
Logs
No response
The text was updated successfully, but these errors were encountered: