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(1 edit)

Oh I see a lot of moire even in the editor as well, I just assumed it wouldn't be a problem in headset cause when I tested it I didn't notice it, but I'm wondering if I just didn't notice it cause I tuned it out due to seeing it so much during dev. I think it has something to do with the normal maps and such. I actually don't see any issues with the ceilings, but the carpets are big time offenders. Maybe it's just not as noticeable in play due to the very tiny amount of actual light available. 

Texture settings are all basically default, but I just checked the textures for the floor and both the normals and the albedo both didn't have mipmaps enabled, not sure why, it is from an asset pack so maybe they had updated the settings. Very strange, turning those options on does make it look a lot better, but I can still see a small amount of moire.

Good to hear the walls were fine though, that's what I was concerned about, flickering walls and such, but thanks for the tip on making my ground a lot better.

Ah, that makes sense... I think you've got it :) Yeah, if the images weren't mipmapped (especially the normals) then that's cause the flicking moire effect I'm seeing. It's not totally overpowering, so it didn't distract from the game at all - but it was something that was noticeable enough mention, that's all :)