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1075919 Posts in 44152 Topics- by 36120 Members - Latest Member: Royalhandstudios

December 29, 2014, 03:11:31 PM
TIGSource ForumsDeveloperTechnical (Moderators: Glaiel-Gamer, ThemsAllTook)Unity Orthographic View Flickering
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Author Topic: Unity Orthographic View Flickering  (Read 743 times)
Noyb
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« on: May 29, 2013, 08:02:23 AM »


So, I'm making a game in Unity. Simple monochrome rectangles generated by viewing a system of flat-shaded cubes in an orthographic perspective. The game itself is a remake of an old trainwreck where you play two games of Pong simultaneously, the second game within the ball of the first game, as shown above.

The technical problem: I'm getting a ton of flicker (across multiple monitors, video cards) in both the ball and the elements of the inner game while it's moving. Distracting at low speeds, almost painful to play at higher speeds.

Is this an inherent issue across all engines when I have high contrast objects moving at significant speeds? Could this be due to objects that aren't sized in or moving in units of whole pixels (everything's translated based on speed*deltaTime)? A v-sync option I missed? The cubes don't share their front faces, so I don't think it's z-fighting?

You can play the current, unfinished version here if it helps: [link removed]
« Last Edit: May 31, 2013, 11:03:56 AM by Noyb » Logged

Columbo
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« Reply #1 on: May 29, 2013, 08:28:06 AM »

If you take screenshots or pause video of it, are the glitches still present?

If not, it could just be lcd response time. Your colours are a bit of a perfect storm for lcd.

It could also be tearing. What's your framerate? Presumably you're not taxing a PC, so if it isn't 60 (or some other round number like 65, 70 or 80), then you presumably don't have vsync on, and you should expect tearing.
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ham and brie
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« Reply #2 on: May 29, 2013, 08:47:38 AM »

Could this be due to objects that aren't sized in or moving in units of whole pixels (everything's translated based on speed*deltaTime)?

Yeah, from what I can see, there's some flicker which is caused by the objects having inconsistent width in pixels when moving. I think this would probably be fixed by having their display dimensions a size which matches a whole number of screen pixels.
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biomechanic
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« Reply #3 on: May 29, 2013, 08:48:04 AM »

Maybe the movement friction causes the objects to rotate slightly?
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Noyb
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« Reply #4 on: May 29, 2013, 08:56:08 AM »

Thanks for the responses!

Taking screenshots, I do see the paddles and small ball changing size. So I guess this confirms ham and brie's conclusion. Now to figure out how to use the camera to map Unity units to screen space.

For colors, slightly closer shades of grey would be better?

I'm using the default frame rate, which the docs say is 50-60 on the web player.

Biomechanic, I'm just using box colliders without rigidbodies.
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