Ambiera ForumDiscussions, Help and Support. |
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Hello everyone, I'm experiencing a persistent Z-fighting issue with my HTML5 (WebGL) build when running on a specific Android device. The edges of models appear to "jitter" or "shake", but only under certain conditions. The exact same build looks perfect on iOS and on PC. To make the issue clearer, I've prepared a live demo and a video recording. Live WebGL Build: http://peaceful-platypus-a3be32.... Video of the Problem: http://drive.google.com/file/d/1... Here are the key details of the problem: 1. The Trigger: The jittering only happens during camera rotation. If I move the camera forward/backward or strafe left/right (translation), the graphics are perfectly stable. The shaking starts immediately upon rotating the camera. 2. The Hardware: The problem occurs on an Android 10 device with an ARM Mali-G76 GPU. I've checked the chrome://gpu report, and it confirms that Chrome is applying multiple "Driver Bug Workarounds" for this specific GPU. 3. The Scene: I am using one of the standard demo scenes provided by the engine developers, so I assume the models themselves are built correctly without co-planar faces. What I have already tried without success: Based on common solutions for Z-fighting, I have focused on adjusting the camera and publishing settings: Narrowing the Clipping Plane: I have tried multiple combinations to significantly narrow the clipping range. My current settings are NearPlane: 2and FarPlane: 500. I have also tried even tighter ranges like Near: 3, Far: 300, but the issue persists. Reducing Field of View (FOV): I have tried reducing the FieldOfView_Degrees from 72 down to 60, which did not solve the problem. Changing the Update Mode: In the publishing settings (Tools -> Publishing Settings), I have tested all three Update mode options ("every frame", "Only when camera moved", and "when scene changed") with no effect on the jittering. Given that the issue is specific to camera rotation on this Mali GPU, it strongly points to a floating-point precision problem within the Z-buffer. However, I seem to have exhausted the standard methods of fixing this within the editor. My question is: Has anyone else encountered this specific issue with Mali GPUs? Are there any other settings, perhaps a custom shader, a JavaScript tweak, or a publishing setting I'm missing that could help mitigate this on these specific Android devices? Any help or insight would be greatly appreciated. Thank you! |
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