Issue Type: Display Impact: High Frequency: Constantly Date First Experienced: 2021-03-25 18:03:00 (-05:00) Date Last Experienced: 2021-03-25 18:03:00 (-05:00)
Reproduction Steps:
Repro:
Create a particle,
Set its size to any value over 10 really
Set its orientation mode to Velocity Perpendicular and set the speed to .01
Move camera near the particle and see visual tearing if you get close enough
Expected Behavior:
Hopefully the visual tearing can be fixed on larger particles.
Are you sure this isn’t simply due to the particles being on the same plane? It looks the same as if you had two parts at the same location with the same size. Try rotating the particles slightly or giving them minimal vertical velocity.
I agree with this, it looks like you’re dealing with Z-Fighting here and not any bug Roblox could possibly fix (particles probably use polygons to render just the same as any other mesh in the game does)
I am also having this bug. I found out that lowering graphics quality makes the clipping lessen but at the cost of quality. The bug seems to affected by the camera angle + distance regardless of where the particle is positioned. I really hope this gets fixed soon!
(at graphics quality 10 to 8, the particle goes under..?)
(lowering graphics quality lessens to clipping, but is still present)
It gets worse the more I move my camera but you get the gist.
Any updates on this bug report? I am still having serious Z-Fighting issues trying to create even decent looking visual effects with multiple particles not just on the same plane, but overlapping eachother in general.
An update to this issue would be greatly appreciated so that I can ship effects like these ripples without worrying about them compromising the visual integrity of my showcase. Thanks for your time
I’ve been having this issue since particle orientation was released, and it doesn’t seem like this feature has gotten looked at since it dropped. This is an extremely useful feature for VFX but it’s being killed by its bugs.
edit: While messing around with this, I discovered that it starts bugging out at the edge of the screen on graphics levels 8 and above, and the particles get culled on every graphics level despite still being on screen.
Just run something like that on any particle emitter and zoom into it no matter which ZOffset or Brightness you put it’s gonna get visually glitched on any graphics above 7 or 8 not sure and if you aren’t in live game/playtest then any studio graphic level above 15 makes it glitch too.