Level LOD changes flicker for one frame
I have a large terrain created with world composition. I have created LODs for all terrain levels using the built-in tool (from the levels->details window) and setup the streaming distances so that far away landscape actors are rendered using the generated static mesh.
When the pawn/camera gets close enough, the static mesh level (_LOD1) should be replaced with the landscape actor level, and indeed it is. However, there is a visible one frame delay before the switchover takes place which leads to a rather visible flickering (static mesh->nothing->landscape actor).
Presumably this is because of the delay for the occlusion query? I have tried disabling the async loading, event driven loading and background level streaming and these do not resolve the problem. This did not happen in previous engine versions (off the top of my head, I believe up to 4.14 though I haven't checked thoroughly).
asked May 02 '17 at 11:37 AM in Bug Reports
So here are the results of my tests:
The issue is not reproducible using versions 4.13 to 4.15 on a different machine. This second machine is more powerful but also is not using an SLI GPU configuration. The issue is present on the less powerful, SLI machine in 4.15. I did not have time to iterate on that machine too.
I am quite satisfied that the issue does not need further investigation. Even if it is a result of the recent Nvidia SLI optimizations, the speedup obtained by these is good enough to warrant a few hiccups like this.
So from my perspective, we can go ahead and consider this issue closed, unless you think otherwise.
answered May 11 '17 at 12:07 PM
Follow this question
Once you sign in you will be able to subscribe for any updates here