Non static Gameobjects starts flickering when moving away from origin.,:(

Hello unity., I am working on a flight sim war scenario project involving an terrain area of 45km(w) X 45km(b). Having assigned flightsim model to the parent aircraft gameobject and camera placed at the pilot’s eyepoint, everything works fine with graphics quality and the render output.

When aircraft enters a flying scenario, say takeoff assisted with maneuvere, the cockpit console switches,etc seems to flicker when flying away from global origin.

1.“Z depth buffer accuracy” is a topic i had read out which tells that a graphical software’s precision of placing an object in space decreases due to interpolation errors accumulating right away from origin… is it true??

2.How can a project like this be handled in unity??

3.i had read through several unity forum suggesting a) maintaining non static child objects, b)setting collider property to convex(currently my flightsim has integrated gravity module, so doesnt requires my model to be kept as rigidbody to let unity calculate realtime physics or create any collider neither) c) keeping near and far clipping plane closer d) not using deferred lighting…e) grouping all object into an empty GO placed at origin. .

I had tried everything listed out in 3.

If anyone had encountered the same problem as me kindly ., Suggest a way to resolve…please…:(:(:(:(:(:(:(:(:(:(:(:(:(:frowning:

My pc spec
i5 processor variant,
32 gb ram,
Geforce titan x,
8mb l3 cache.:eyes::eyes:

There’s a good chance you’re experiencing floating point precision errors at that scale. You’ll need to reduce the scale of your scene. There are options for this, you can google them.

Also, for the record, suggestion 3.e is loaded. In that scenario, if you’re using transform.localPosition it’s better (this is actually true in all cases, including unparented objects), if you’re using transform.position it’s worse.

Thank you, dear friend… i shall google/experiment it, and come back…

Is Reducing scale a good option for a VR development as, say one wishes to match real world and virtual world flawlessly with max precision…taking an option of reducing scale … will that lead to any perception mismatch to the VR goggle user…