Quick answer: Godot Camera3D’s near clip plane set very small causing z-fighting at distance? The depth buffer’s precision near−far ratio determines distant precision — pull near up.
Objects flicker at the horizon while the camera sees fine near-up. The near plane is 0.01, far is 4000 — precision at distance collapses.
Near/Far Ratio
Depth buffer precision is logarithmic in near. Near = 0.01 wastes half the buffer in the first cm. Near = 0.1 with far = 4000 gives much better distant precision at minimal close clipping.
Find the Practical Near
camera.near = 0.1
camera.far = 2000Tighter range = better precision. Tune to your gameplay envelope — the player’s closest interactions and the world’s farthest visible details.
Logarithmic Z
For huge worlds, reverse Z or logarithmic depth keeps precision uniform. Godot 4 has reverse-Z internally; tuning still helps.
Reflection Probes Too
Reflection probes have their own near/far. Mismatched values produce visible seams in reflection vs world. Match the main camera’s range.
Verifying
No z-fighting at distant geometry. Near objects clip cleanly when they cross the plane.
“Near small wastes precision at distance. Raise near, tune far, pick a tight range.”
Visualize the depth buffer in debug builds — banding at the horizon is the giveaway for near-clip starvation.