Persistent cracks in ground tiles (not water) … since SU5

… in a sense it turns out to be a funny coincidence that you mentioned those flying trees.

I went back to EIAB to test the “low res” rendering mode. And the cracks are so “big” and easy to spot, as there is no more 3D grass that would obscure the cracks:

… and there they were (in “Low res” mode) … flying trees :slight_smile:

Now I am going a little off topic here, but while I can see good reasons for pulling trees below the surface …

… (in order to reuse one “fake tree” texture to display trees of different height) those “flying” trees seem to be a bug in one or many ways.

Clearly Asobo could not use such a game engine (or scenery post processing pipeline?) for a game like “Star Citizen” … where the action is not restricted to high altitude flying but also includes on the ground walking etc.

So I still think that EIAB is a good testing ground for Asobo’s debugging crew.

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