World offset or displacement will cause mesh flickering

Simply offset or displacement with a large Z vector, will cause static mesh or Landscape flickering.
This will only happened when the mesh is quite flat like landscape without painting height map. So I guess when i apply a offset in GPU, and the bound box of the flat mesh is not offset in CPU , so it will occlude by itself.
As far as I know, the occlusion culling has one frame to catch up, this occlusion by itself situation will cause mesh flickering.

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Hi raydEx -

When you displace a Mesh using the Materials the original bounds of the object are not affected. Which means that the render is attempting to draw the object to your displacement, but also trying to respect the original bounds of the object. Too much in any one direction can lead to a flickering that you are describing in which the object is both being rendered and out of bounds at the same time.

You will need to go into the mesh details panel in the level viewport and increase the bounds scale until the flickering stops.

Thank You

Eric Ketchum

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Hi Eric
This is exactly what i need. Thank you for your answer and the related document.

Thank you for answering,it helps me a lot