Sub-mm accuracy at 100 km

Enhanced Double-Precision Rendering

Engine-wide 64-bit double-precision world coordinates: sub-millimeter vertex accuracy at 100 km from the origin, without hurting render performance.

Overview

Open-source O3DE and most engines default to single-precision floats. Precision falls with distance from the origin: at 100 km, centimeter-scale error shows up as jitter, interpenetration, and unstable physics — a hard blocker for city-scale twins, flight simulation, and real geographic scales.

DawnEngine completed an engine-wide double-precision large-world upgrade: full double precision on the CPU; on the GPU, render-origin relative coordinates keep the GPU on single precision so render performance is not dragged down. Measured at 100 km from the origin, vertex accuracy stays sub-millimeter.

Key Capabilities

  • End-to-end double precision: transforms, bounds, frustum culling, physics, vegetation, and editor placement.
  • Render-origin relative: GPU stays single-precision; frame rate unaffected.
  • Quality gates: 150+ precision tests in CI to prevent regressions.
  • One large-world contract: shared with World Streaming and PolyTerrain.

Use Cases

  • City / campus-scale digital twins and visualization.
  • Aerospace, unmanned systems, and large-scale simulation.
  • Projects that need real geographic scale (see Cesium 3D Tiles).

Double precision is the cornerstone of large worlds, typically paired with World Streaming and PolyTerrain for seamless, accurate large-scale worlds.