50% FPS drop on specific landscape coordinates O_o

Tesselated mesh looks similar to this.


The LODs aren’t even balanced since I was getting issues with the usual values I went back to the default settings.

Stat Unit Graph looks like a sine wave hopping up and down when on some specific landscape coordinates, and stops when you move slightly away.

Tessellation is obviously at fault here - wondering if anyone has been able to find a way to completely disable it for .25 on landscapes - disabling it in a material doesn’t change the issue.

Still at this.
I think the bump in FPS happens because of this.


Basically, too many vertex too close together when the terrain automatically mips from LOD0 to LOD1 using the built in “Continuous Geo-MipMap LOD”.
Looking at HLSL solution to just turn that off for LOD0/1 since that’s where the issue will cause the most damage (and tessellation is off already after you get to LOD2).

If anyone has advice on that…

Past the initial “WTF” moment, I decided that - the tessellation multiplier function needs to stop multiplying if vertices are too close to each other. Likely, this will be an overall improvement Anyway… it’s just a matter of figuring out how to best implement it.