Clipping occurs whenever the game engine would put two different models inside of each other. The reason this happens is because the logic controlling what models go where is usually very complex, and it’s not generally feasible to prevent it from happening. More powerful consoles able to calculate more precise physics might reduce some clipping, but it’s more of a general design issue. For instance, if a game lets you mix and match different armor sets, artists would have to be very careful to design armor so that no two pieces overlap with each other in any possible animation. They could make it so that pieces that would clip couldn’t be worn at the same time, or so that animations change to prevent pieces from clipping, but both of those might be bad for gameplay (in addition to being very difficult from a computational point of view), and most players and developers prefer good but ugly games to bad but good-looking ones [citation needed].
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