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Very annoying SP rendering specifications (The cause has been determined)

3,579 Nyamomin  2 months ago

SP seems to divide the rendering method into two, far and near, when exceeding a certain distance from the terrain. FreeCam and ReShade cannot fully support this unique specification and cannot process objects close to the camera. When creating a circuit-like map MOD by importing data from external sources such as FBX, the problems mentioned above will become more apparent if the road surface of the circuit is far from the terrain prepared as a base. The way to get around this is to simply place the terrain directly below the road surface.
However, why does SP use such a complicated rendering method? Since I only make cars, I don't use FreeCam or ReShade at high altitudes, but people who make airplanes often take screenshots at such locations. I realized this after making my own map mod lol
I wish someone would make a mod that would improve this.............

Google translate (Japanese—>English)

WNP78 commented on the reason for this problem. thank you very much!

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    Dev WNP78

    The reason is due to the precision of the depth buffer. Insufficient depth buffer precision causes an effect called "Z-fighting" (example). SP needs good precision in depth at both very close ranges (for in-cockpit details etc) and far away (runways, roads etc), so a single depth buffer was not sufficient to cover the full range of view with adequate precision especially on some mobile platforms where the depth buffer is stored differently. So SP uses two cameras, each with their own depth buffer.

    Pinned 2 months ago
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    3,579 Nyamomin

    @WNP78
    Thank you very much for your comment. I had a lot of doubts about this specification, but it is very important to know that there is a good reason for it. I hope this will be of some help to those who came to this page facing the same problem.

    2 months ago