Terrible Z-Fighting Issue

AAAAAAAAAAAAAAAAAAAAH

zfight.png

The Story


What we have here is a character model being viewed by a camera with a FieldOfView of 1 from over 1k studs away. The tiny FOV merits the huge distance. The reason I am using a tiny FOV is that if the model is too close to the camera, it appears to be quite distorted. Here is an image of what the model looks like with an FOV of 70 at an appropriate distance from the camera.

distorted.png

:frowning:

If I have to choose between these two issues, I will absolutely choose the distortion over the Z-fighting, but if both of my wishes were granted here it would be a very merry Christmas indeed.

Does anyone have any suggestions on different approaches I could take or ways to solve either of these issues?

like if u have z fighting probs 2

EDIT

Something like this is what I really would like, and it would allow me to fix the latter issue

2 Likes

There’s only so many bits you can allocate to the depth buffer. Try a larger FOV, like 10. Also, make sure the character can be seen from 1000 studs away in graphics level 1. You can also try setting the Camera’s Target to the character.

I understand the precision limits of the depth buffer; the dream is really to have configurable views for models. The reason for the distortion is that the model is on the left side of the viewport. If I could configure it to be drawn as if the camera were looking at it dead on, but still render it on the left side of the screen, that’s when I would start celebrating.