my team is dealing with large landscape display, while the whole scene is so huge and there exist depth fighting, after we use logarithmic depth buffer, the depth fighting gets better but still exists.
We take a lot at the source code and find the engine use a 24bit depth buffer, i know webgl2 has support 32bit depth buffer, so i wonder weather there is a plan to support 32bit depth buffer in babylon. thanks!
Not to answer your question, but have you also dropped down your camera.minZ & maxZ, right? They quite broad, so that most people do not need to mess with them.
yes, camera.minZ & maxZ has set to [10,10000000], and yes, the scene we will render covers a very large area. We have tested logarithmic depth buffer and reversed-z buffer but they are also based on 24bit depth, although the results get better but there still exists flicking.