Can any of the Unity Engine developers chime in please?
I found this article by Avalanche Studios (Just Cause 1,2,3) about rendering large worlds. I have a flight sim I’m developing so I relate to the issues, most notably Z-fighting. They point out 6 issues with Large Scale rendering, but Z-fighting is the main one I’m concerned with.
Their solution is to render with multiple Frustums, far plane, then medium, then near. Here’s the power point on their presentation:
http://cesiumjs.org/massiveworlds/index.html#WorldScaleTerrainRendering
I’ve also been working in Cesium lately, and the same issue applies.
Is there any other method IN UNITY that people use to fix Large Scale rendering problems?
I think one trick is to vary the near plane on the fly…