Recommended minimum near clipping plane of cameras?

Does anyone know what the recommended near clipping plane is of a camera? Numerous times I have had to increase the clipping value to prevent flickering in deferred mode.
This is interfering with how I move items close to the camera in my script.
It seemed anything less than 1 causes issues, now values of 1.1 are causing issues.

thanks.

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I go much lower than that, 1 meter is useless if you’re doing something like a car racing game and want an onboard view.

The actual value doesn’t matter that much, what counts is the ratio of far to near. If you need the near plane closer then bring the far plane in closer too.

But the issue is using deferred. If the near clipping range is too close, there are shadow flickerings which occur with shadows far away.
If the near is too far, then objects close wont appear.
Here is the shadow flickering with near = 0.3m:


with a near=2m, the flickering is gone.

After reading more about it, apparently this has more to do with the specific CPU/GPU hardware, rather than unity.
(But I dont understand why the near clipping range affects things far away).

How does the ratio affect this? I dont know much about this.
Thanks.

There’s a fixed amount of depth buffer precision, so the larger the ratio, the more that precision is spread out. i.e., if the near plane is small, there’s less precision available for far away stuff. You can therefore get away with a small near plane if the far plane is also relatively close.

–Eric

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Eric, any guidance on the magic far/near ratio to not exceed? I’ve read 30,000 from Dreamora but that was a thread from 2010.

I don’t know what 30,000 refers to. The default that Unity uses of .3 near and 1000 far works well. (They originally had a default of .1 near, but that was causing problems in some cases.)

–Eric

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I was referring to the far/near ratio. 1000/.3 = 3K+, 1000/.1 = 10K. I currently use a max of 10K.

Thanks,