The farther you move away from the center, the more severe the distortion becomes.
At around (30,000, 0, 30,000), the distortion is noticeable if you look closely.
At around (100,000, 0, 100,000), the distortion becomes very noticeable.
The distortion gets progressively worse the farther you move away from the center.
Yeah that is just floating point inpercision and it can be delayed by giving the float that measures the position more bits. But it will never be truly fixed because you could just go further and further out and eventually get that issue again. It is a widely known issue try searching the Roblox farlands.
I wouldnt quite say this is the solution, as there is a REAL solution to this problem as opposed to excusing it. Unreal Engine has already solved this.
What needs to be done is to position the world relative to the viewport position. This can be done in Luau, however, writing pv instance properties… or really any properties… every frame is bad practice, and will bleed frames if your scene is not comprised of less than 400 instances.
It’s kinda adorable in a way when developers find out about the “floating point precision error” for the very first time. What isn’t adorable is finding out that it’s an entirely global error that affects nearly every single platform and there’s almost no way to fix it… (To my knowledge.)