Camera artifacts

I have a normal camera movement behind the character (without Cinemachine, etc.).

regular lerp for smoothing, although tried different methods (Lerp, SmoothDump, move in Update, move in LateUpdate)

cam.transform.position = Vector3.Lerp(cam.transform.position, cameraTargetPosition, cameraFollowSpeed * Time.deltaTime);
cam.transform.LookAt(cameraTarget);
// I also tried to simply appropriate it
// cam.transform.position = cameraTargetPosition;

I have different settings, tried different types of anti-aliasing, but in the end I constantly get artifacts when the camera stops moving.

I show what exactly is happening in the video, focusing on the lower part of the screen

help with this problem, tell me what could be wrong, what can be configured?

p.s. the drivers are updated and everything works without any artifacts…

Just out of curiosity? What’s the problem? Maybe it’s something I can help with.

you can see it in the video, maybe you didn’t notice it right away, look at the area of ​​the character’s legs, especially when the character stops, the picture moves in pieces, take a closer look.

That looks like a floating point precision issue. If the ground is a very large quad or plane then try reducing its scale or moving the plane and player closer to the world center.

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