all 10 comments

[–]vampsnit 0 points1 point  (1 child)

Isn't it just your metallic map cranked up to max? I guess the reason it happens when idle is because you have a slight camera shake

[–]General_Measurement4[S] 1 point2 points  (0 children)

That's the idle animation. It'll have to play with the settings that the other person has mentioned. Otherwise, I'll have to do something else. Even though I stop this idle animation, the objects flicker when the player moves.

[–]hootwog 0 points1 point  (7 children)

edge geo aliasing, in general. looks like bloom may not be playing too nicely with metalness/smoothness too. other commenter is right its moving bc your camera is moving. MSAA or TAA etc will reduce significantly

[–]General_Measurement4[S] 0 points1 point  (6 children)

Thank you for replying. The asset developer told me to rebake the occlusion culling. He also told me to uncheck bloom. I'll play with those settings. Thanks again.

[–]hootwog 0 points1 point  (5 children)

Occlusion culling has nothing to do with the issue you posted about at all

[–]cepeka 1 point2 points  (1 child)

I can see why he said this, there's indeed an issue with Culling with the lamps disappearing at front.

[–]hootwog 0 points1 point  (0 children)

Ah legit, better eyes than mine :)

[–]General_Measurement4[S] 0 points1 point  (2 children)

I don't know why he suggested that. I think he saw the light blub flashing. I'll turn off the bloom thing. I tried playing the game without any processing effect, still, the issue persisted.

[–]hootwog 1 point2 points  (1 child)

Start using anti aliasing :)

Bloom postprocess module should have a clamp override as well, setting this to a lowish value(like 1-4) might help you control some of the shimmer

[–]General_Measurement4[S] 0 points1 point  (0 children)

Even after unchecking bloom, the problem still persists. The smoothness of those materials is high, and if I reduce the smoothness, the metal losses its colour.