Double Precision Float

Discussion in 'Ideas and Suggestions' started by mrwallace888, Jan 29, 2024.

  1. mrwallace888

    mrwallace888
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    Actually guys, I'm 90% sure several updates ago they solved this issue. They didn't convert floats to double, but they did something else, and jitters have been gone since.
     
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  2. kbed

    kbed
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    Great! So here’s the ultimate question: is there any limit to map size, or can I create maps as large as my hardware can handle?
     
  3. Louie's Workshop

    Louie's Workshop
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    There was never a flat "limit" in the first place. Technically, you can just make a map as large as you ever wanted, but it would start to jitter as you drove further away.
     
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  4. kbed

    kbed
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    Alright, I understand that there was no "flat" limit, but still it was a limitation that prevented us from having really big maps. So, let me put it another way: can we just keep driving farther away without worring about any jitter?
     
    #44 kbed, Oct 14, 2025
    Last edited: Oct 14, 2025
  5. Louie's Workshop

    Louie's Workshop
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    Short answer, no.
    Long answer, If this works the way I think it does, it shouldn't affect driving too much, as (if it is a double-precision float, and I am understanding this correctly) it shouldn't happen until you drive a really large distance that isn't possible to do under normal circumstances.
     
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  6. kbed

    kbed
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    Great to hear that! Thanks for the clarification :)
     
  7. Louie's Workshop

    Louie's Workshop
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    I tested my theory. Typically, in the past, driving about 10 miles away from the origin would begin to cause the simulation to deteriorate. I am not seeing that after driving 10-20 miles away from the origin of Grid, Small Pure.
     
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  8. mrwallace888

    mrwallace888
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    The fix they did was in Update v0.34. I think what they did wasn't double precision, but perhaps something with adjusting the origin at the camera.
    upload_2025-10-17_18-52-32.png
     
  9. DaddelZeit

    DaddelZeit
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    It was neither as far as I know. A lot of rendering stuff was adjusted, which in turn somewhat broke shadows actually, so now the only real effect you'll see for larger maps is some artifacting by motion blur.
    But yes, this was basically solved.
     
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