Particle shifting by a frame

Version: 1.7.6.0

Frequency: Consistently

Severity: High

Context/Description: Visual effects shift for a frame after moving an emitter. I have observed this on SimObjects too, if the SimObject or emitter moves, the already emitted particles sometimes shift in the direction of movement of the emitter by the distance covered between the current and previous frame.

Repro steps:

  1. Create an effect in the world using WASM/VFX API.
  2. Move the emitter

Attachments:

Hello @runshotgun

Is this as ribbon typed VFX?
If the SimObject emitting the VFX moving is enough to produce the issue, isn’t this something you should also see on the default contrail VFX?

Regards,
Sylvain

Ribbons, correct.

In this example, we are moving the vfx manually every second, making it cover a large distance on every update. Default contrails are moving every frame with the aircraft so the distance is much smaller and this issue is less/not noticeable.

Ok, I witnessed the issue.
It also occurs with other particle types, this is just more visible with ribbons as they tend to be stretched on large distances.
This is also visible when continuously setting a position:
ribbon

This will be investigated further.
Thank you for reporting the issue.

Regards,
Sylvain

1 Like

@runshotgun My guess is that it has to do with some emitter position extrapolation when its position is set (through WASM API or behaviors) at a slower rate than the renderer.
Try to set the position continuously in your WASM gauge update callback (the cost is low) and it should make this issue less noticeable.

Regards,
Sylvain

Extrapolating the amount of traffic we’re currently tracking at high frequency might end up costing some overheads, would this be a temporary fix until a fix is found?

Thanks for looking into this!

Yes, we are looking for a fix anyway.

Regards,
Sylvain

1 Like