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Motec Display Jitter & UE4 World Origin Rebasing?

Discussion in 'ACC General Discussions' started by Coanda, Feb 25, 2019.

  1. Coanda

    Coanda Alien

    I have noticed the Motec Display & dash clock jitter even whilst stationary & engines shut off. So it got me thinking. Another game I play (FPS) that also uses the Unreal Engine also had a micro jitter that caused issue on your aim/physics. They solved this issue by the following:-

    "Added World Origin Rebasing. As a player moves further from the map’s “origin point,” there is a subtle but exponential increase in tiny deviations or “scope jitter,” especially when looking through powerful optics. This gets much more dramatic as map sizes scale up and makes for frustrating gameplay when trying to fire weapons more precisely. World Origin Rebasing essentially repositions the origin of the world for each player dynamically to reduce the distance between the origin and the player, fixing the jitter that you experience in things like magnified optics, player animations, and nametags."

    My questions are does ACC have the same issue as they are using the same engine? And if so does this have any small effect on your vehicle physics?

    Last edited: Feb 25, 2019

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  3. Paul Sutton

    Paul Sutton Simracer

    I highly doubt this would be the cause of the jitter as some pfs maps are quite large or can be in ue4 and the track maps would be no ware near that size.
  4. Coanda

    Coanda Alien

    @Paul Sutton - This game (Squad) has relatively small maps though. 1x1, 2x2 and largest being 4x4 km. Race tracks are relative to that area size. I am in no way saying this is the issue for sure. Just putting it out there... Maybe one of the devs will pitch in here :)
    Last edited: Feb 25, 2019

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