Water reflection cutoff is too close to the render frame


When standing next to a really big wall near water, it looks like a much narrower wall if you look at reflections. It looks particularly bad if it’s far away, like in the second picture.

[quote] http://i.imgur.com/G4FHRPa.png
http://i.imgur.com/rZqhcwl.png

When standing next to a really big wall near water, it looks like a much narrower wall if you look at reflections. It looks particularly bad if it’s far away, like in the second picture. [/quote]

It’s just a glitch in the Matrix don’t worry about it, and that was a joke it’s possibly just the render frame value is to far out than it is supposed to be.

Minor problem.

Minor problem, yes, but it would still be better if they fixed it. Which is the point of this thread…

It’s a pixel trick which takes advantage of the depth buffer (At least that’s how I would do it); it’s not a real reflection.

Sorry for the necrobump, but this bug is still present, even with ShadowMap enabled. It kills the shimmering effect in these dark caves when you move closer to the light source.

Example:
image

I hope there’s a fix for this in the works.

There is no fix, this is how screen space reflections work. Sorry to disappoint but real reflections are not possible in realtime in the Roblox engine. It just won’t work well with enough devices to be worth supporting.

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