Fallout New Vegas

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SGTbayk47

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Thanks to a comment on my previous video about this bug from Jacek Nasiadek who believed this bug is caused by floating point inaccuracy.

I have done some testing seen here and it does seem directly related to the player's X Y coordinates. Once you reach around 30000 in either direction the shaking starts and is independent for each axis. As shown here there is no shaking around x0 y0 even in exteriors, but when you venture further out the shaking starts. Also as seen at around 7mins in the video with coordinates around 100000 x and y the shaking looks even worse.

With this in mind does anyone with more in depth knowledge of the engine think this is a feasible bug to fix?

3 comments

  1. lStewieAl
    lStewieAl
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    It's a well known issue, as you mentioned it's caused by floating point inaccuracies when calculating the ironsights camera position as it uses the world position and rotation instead of local position + offset
    1. SGTbayk47
      SGTbayk47
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      Sorry to sound like I'm pestering, but is it something that could be fixed? I would try myself but I have zero idea how to go about it I'd assume it has to be done on engine level not within the GECK.

      I'd guess the weapon model would need to be applied the same way vanilla scope overlays are, they don't have this issue so I guess their coordinates use the player position and offset like you mentioned so they are never high enough values for inaccuracies to occur.
  2. dandadern
    dandadern
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    I'd ask Wall or Stewie in the xNVSE Discord for help if I were you, and show them this video.
  3. Artysync
    Artysync
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    Jesus christ, Gamebryo in a nut shell.