Speculars Flickering

Hi! When my camera moves around, speculars are flickering like crazy. What is the common way of measures to minimize that annoying flickering? I already have AA filter, and relatively small near/far range, bilinear textures with 8 filtering, so seems something else is causing it. Any advices? I’m using realtime GI, as you may see in video attached.

Your game looks like it’s running at a significantly reduced resolution. You’re getting flickering in many places not just on the specular (door frame, wall edges, etc.). That’s your real problem.

I run it on 1920x1080, and it is still the same. So it happens, because all those edge are close to each other?

Disclaimer - I’m not a texture/shader pro -
It looks like it’s happening to only one shader - the brown doors match the brown window shutters. Do those two objects have the same (or similar) shader setup?
This looks similar to an issue I see in 3D where new users jack up the bump & normal settings (beyond normal) on a material/shader so it looks good in a still image. But when played as an animation the normal/bump map looks terrible because the settings are set too high. Could be a similar result.

Thank you for the reply. I am not sure yet, but juding from your comment, my issue is not common, so it must be shader related. I’ll start investigating from there. In the scene, all objects are using the same Alloy shader,its must be something with my settings then.

The normalmap may be too detailed, or it may not be using mipmaps. The flickering is due to hitting different slopes on the normalmap every frame. Lower detail normalmap (due to mipmap or otherwise) would mean you hit the same slope, or the differences between the slopes become less, causing less flicker.

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Thank you a lot for the technical info, now I know where to start fixing it.