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[Resolved] Night Sky tilted to camera pan movements

Discussion in 'World Building, Scenes, Environment, & Overworld' started by Gia2, Apr 26, 2019.

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  1. Gia2

    Gia2 Avatar

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    04/26/2019 11:57
    Title: Night sky , stars and nebulas are linked to the camera movements around the player in 3rd vision (both)
    Reproduction Rate: 100%
    Blocker? Nope
    Details: Very annoying immersion breaker. maybe orphan IDs
    Steps to Reproduce:
    Set medium, high or highest 3rd FOV possible. Set 3rd vision (both will work). Observe a night sky and tilt/move both vertically and orizontally the camera around the player. (keep pressed mouse right click basically).
    Stars and night objects will move around the sky. They are linked to the camera focus

    User Specs:
    OS: Windows 10 (10.0.0) 64bit
    CPU: Intel(R) Core(TM) i5-4670K CPU @ 4.80GHz (4) System RAM: 32324
    GPU: NVIDIA GeForce GTX 1080 GPU RAM: 8079
    GPU2: NVIDIA GeForce GTX 1080 GPU RAM: 8079
    SotA.Win.64.958.Date.04.25.19
    Area: POT_forest_metropolis_01b_template/New Heaven
    Area Display Name: New Heaven
    Loc: (139.4, 38.1, 275.6)
    Debug: UE9UX2ZvcmVzdF9tZXRyb3BvbGlzXzAxYl90ZW1wbGF0ZXxOZXcgSGVhdmVufCgxMzkuNDA4LCAzOC4xNDMsIDI3NS41NjkpfCgwLCAtMC42ODcsIDAsIC0wLjcyNyl8OTAuMDk1ODF8MC4yMjYzNjY4fDMuMzU1NDY5
     
  2. Jason_M

    Jason_M Avatar

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    I have the same problem. This has been discussed in the past and it has been mentioned that the draw distance slider is somehow related, but a solution doesn't seem to have been put forward to date. :(
     
  3. Lord Subtleton

    Lord Subtleton Developer Emeritus

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    Issue #64678

    This is correct behavior, based on the large FOV.
     
    Last edited: Apr 29, 2019
  4. Jason_M

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    Hi there. I have a question about this.

    Why is it correct behavior? Was the sky really designed to move around like that?

    I tried to think of the size of FOV I'd need to move the sky in such a way in the real world... Insofar as I can conceive of it, I'd need the POV to move around a sphere several kilometers in diameter. In other words, the camera would have to be able to rotate from sea level (normal) to the height of a very tall mountain in order to see ~30 degrees over the horrizon. o_O

    I'm not trying to stir the pot. I just can't come to understand why that would be intentionally designed in such a way. Is it to get a sneak peak of constellations coming in the future?
     
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  5. Alley Oop

    Alley Oop Bug Hunter Bug Moderator

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  6. Lord Subtleton

    Lord Subtleton Developer Emeritus

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    Perhaps @oneandonly can shed some light on this one.
     
  7. AoiBlue

    AoiBlue Avatar

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    It's not the correct behavior.

    It's a bug.

    It's not related to FOV or anything else, it's a broke perspective distance similar to the "floating rocks" bug in Aerie.

    It is prone to happen to skyboxes under Unity. I don't know the specifics, but the KSP "Universal Texture Replacer" mod has had a near identical recurring bug. You probably could check the GIT-Hub page for that mod for what actually causes it.

    Furthermore, even in first person view which I have set to minimum FOV it still presents this bug.

    This is not intended behavior. It is acting like there is a scaling or depth miscalculation on the skybox shader.
     
    Last edited: Apr 30, 2019
  8. oneandonly

    oneandonly Dev Emeritus Dev Emeritus

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    Well. So here is the thing... It is a bug. I didn't see the issue the first time I looked at it. The problem is the sky box is rendered with a separate camera and it's FOV was not being set when changing the slider.
     
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  9. Jason_M

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    It's true! It's true! It's been fixed after so long! I couldn't believe it!

    I'm very happy :D:D:D

    Thank you very much!
     
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