A similar question here Landscape flickers when distance from camera is large - Rendering - Unreal Engine Forums
but in my case the problem seems to be Anti Alias related.
If I go to Settings> Engine Scalability Settings > Anti-Aliasing and change the level from High to Medium the flickering is only visible when I move the camera.
If I switch up to High the flickering is always viewable.
Also if I switch the Anti-Alias type from Temporal to MSAA or FXAA in Project Settings the flickering is less but doesn’t go away.
The only way I can stop the flicker is if I turn off Anti-Aliasing altogether.
I am using an ExponentialHeightFog actor with a Directional light.
Can anyone suggest further troubleshooting steps?
If you want to try to keep infinite on, then it is also possible that the problem is the place you are starting your post process materials.
If you have post process materials, go into the material editor for them and check if you have them set to “before tonemapping” (or maybe even “before translucency”) in the setting that decides where to start them. That could fix some anti-aliasing issues.
Thanks. You might be on to something since further digging I discovered it is specifically the RayTracing Translucency in my PPV that is causing issues with distant materials. Not sure if its only the Volumetric Fog that is being affected
noob question. How do I make a material a ‘Post Process Material’? Opening my ground material I see the Post Process Material section but all options are greyed out.
I found out how to stop it, by disabling Anti Aliasing OR RayTraced Translucency, but the problem still remains.
Spent a couple hours just googling flicker, anti alias, translucency but nothing.
What is also curious is that it only happens when the camera viewing angle is close to the ground.
Most frustrating!