So, I had a viewport rendering system using an already open sourced one and has had no problems. I disabled it since I was only playing around but it duplicated the ingame rendering even though what i was rendering was specific, not an entire game, not the issue though, just a side note. However, ever since I added that render system, I’ve gotten this weird bug.
The terrain would deform itself as if it were being rendered from far away to reduce detail. The collision kept the same as it were if it were normal thus creating this “phase through terrain” bug.
I disabled the viewport rendering system and tested in studio and in game and this same error occurred.
(These are from the same test session, back to back) client server
There are collision errors, terrain rendering errors, and there was an error with popper camera that made it fly to numbers like X and Z 11300 when colliding with any object
I don’t have a broken graphics card and this only happens in this specific place. (the game is in development and closed so i’d rather not give access unless extremely necessary)
I also don’t know too much about graphics cards but I think this is it? (Radeon RX 580 Series)
This bug has been occurring today when I ported in the new code i was working on from a workshop (as I said this bug only happens in the main game with the client/server gif examples above)
I don’t know what’s causing it. It also has been nonstop, there isn’t a test time where it suddenly disappears, it’s constant.
It creates a viewport frame for a selected model and positions/scales it as if it were a normal object in game. It is used for seeing objects through walls like an XRay type system. It’s hard to exactly explain but here’s a visualization with the same system I used in another project.
Do you do any camera manipulation with your own code? What does the camera’s CFrame / relevant properties look like on the client when this is happening?
It would also be very helpful if you could cut down your game as much as possible and provide a minimal repro. In the process of doing so, you might also find the cause.
My camera system works like this:
Step 1: Remove the roblox camera system script (aka PlayerModule in PlayerScripts).
Step 2: Turn the game.CurrentCamera CameraType to Scriptable
Step 3: Lock Mouse
Step 4: Check for Input Changed and then change variables for input.Delta.X and input.Delta.Y
Step 5: A RenderStepped loop updates the camera CFrame via Lerping
I don’t see how this common smooth-camera setup would affect the games rendering. However the popper camera sends out a raycast from the Head CFrame to the Camera CFrame then raycasts and checks if it collides, and if it does it uses :GetLargestCutoffDistance() with the character in the ignorelist
and then lerps to camera.CFrame * CFrame.new(0, 0, -cutoffdistance)
Also, the only two new features that could’ve possibly even had an effect in this bug would’ve been the rendering and the smooth camera. All the other stuff was stuff like DoTs, Drops, Combat Animation Transitioning, Questing, etc
Note: terrain rendering assumes that camera Focus is the point of interest and computes level of detail according to distance to that point. If you have a custom camera setup you should make sure Focus stays close to the camera position (or character or wherever the camera should focus).