I have a randomly generated terrain. The game looks a bit jittery, so I realized that my camera's far parameter is 4000 meters while my whole scene is 250x250 meters, so I reduced it to 200 meters. I don't see a difference. Also the profiler and visual profiler don't record a difference. Does this parameter do something different than what I think it does ?

  • It controls the view frustum. In 3D, nothing further than the far distance will be displayed (it will be clipped). You always want the far distance to be as small as you need, since it effects the resolution of the depth buffer and can cause excessive z-fighting artifacts or jittering if set too small. 4000 is way too much, unless maybe you are making a flight simulator or GTA game. The optimal value will depend on your game world, but smaller is better.

It controls the view frustum. In 3D, nothing further than the far distance will be displayed (it will be clipped). You always want the far distance to be as small as you need, since it effects the resolution of the depth buffer and can cause excessive z-fighting artifacts or jittering if set too small. 4000 is way too much, unless maybe you are making a flight simulator or GTA game. The optimal value will depend on your game world, but smaller is better.

    cybereality

    Thanks, I now understand.

    Bilal, if you are seeing 3d precision jitter, you can also try moving the camera's 'near' value a little farther away. The way the perspective transform math works, it is much more sensitive to near values than far values, e.g. doubling the near plane has a much larger effect on depth-precision than halving the far plane. (Of course, deciding what is a reasonable 'near' depends on what kind of game this is.)