# Terrible distortions just 2 screens away from origin (Android) (DEF-3946)

**URL:** <https://forum.defold.com/t/terrible-distortions-just-2-screens-away-from-origin-android-def-3946/52325>\
**Category:** Bugs\
**Created:** [May 16, 2019, 3:23pm UTC](https://forum.defold.com/t/terrible-distortions-just-2-screens-away-from-origin-android-def-3946/52325 "2019-05-16T15:23:57Z")\
**Posts on this page:** 2\
**Page:** 2

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**Author:** ![britzl](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/britzl/32/23_2.png) [@britzl](https://forum.defold.com/u/britzl)\
**Post date:** [May 17, 2019, 7:01am UTC](https://forum.defold.com/t/terrible-distortions-just-2-screens-away-from-origin-android-def-3946/52325/21 "2019-05-17T07:01:49Z")

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> [@britzl](#):
>
> I wonder though how much impact it would have on performance to change from mediump to highp?

FYI: I’ve added a ticket for us to investigate the impact of changing default shaders from medium to high precision. DEF-3946.

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**Author:** ![Mathias\_Westerdahl](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/mathias_westerdahl/32/228_2.png) [@Mathias\_Westerdahl](https://forum.defold.com/u/Mathias_Westerdahl)\
**Post date:** [May 17, 2019, 8:38am UTC](https://forum.defold.com/t/terrible-distortions-just-2-screens-away-from-origin-android-def-3946/52325/22 "2019-05-17T08:38:14Z")

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> [@piXelicidio](#):
>
> Maybe the mediump is giving openGL a non-native data size like 16bit float

I created a new topic explaining just this.

> [@OpenGL ES shader precision modifiers (lowp, mediump, highp)](https://forum.defold.com/t/opengl-es-shader-precision-modifiers-lowp-mediump-highp/52368):
>
> From time to time, we get questions regarding users sprites or cameras “shaking”/“wobbling”/“jittering” etc. Most often, it appears when doing floating point math away from origin (0,0,0). And floating point numbers in shaders are also susceptible to this behavior. In C/C++ you can use the types “float”, and “double”, and they’re usually (not always!) 32 and 64 bit. In OpenGL ES, the precision of floating point numbers are also specified with minimum allowed ranges and precision. From the [do…](http://www.khronos.org/files/opengles_shading_language.pdf)

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