Cylinder detailed with loop cuts flickers a lot from a distance (Moiré pattern), but looks good when close. Any fix?

UPDATE: Fixed. See:


I have a detailed cylinder in a Skeletal Mesh:

But if I move just two meters away, it starts to flicker (settings are all set to “Epic”):

cylinderFlicker

When it’s animated it’s even worse. Notice that when animated, with the camera close to it, it’s fine.

I tried scaling Bounds Scale to 10, but it didn’t make any difference:
image

LOD is still LOD 0.

Any way to avoid this?

Looks like z-fighting, you sure you don’t have overlapping meshes there?

100% sure no z-fighting there. Here’s the cylinder mesh: SM_CylindersDetailed.fbx (25.3 KB)

Test with only the cylinders (the above FBX) - it flickers so badly:


I fixed the flickering partially by making the cylinder smooth and baking the bevels as normal, but now I lost the sharpness of the bevels - it’s supposed to be sharp because it simulates real grinding industrial machinery.

NOW:

BEFORE:

UPDATE 2: Just tested with both Godot 4-alpha12 and Unity, trying to replicate the same lighting and AA conditions, and the model does not flicker neither in Godot nor Unity.

I wonder what should I tweak in UE to avoid this?

Someone on Twitter told me it’s Moiré Pattern.

It should be supposed to be gone with TAA, but it’s already using TAA.

Then I increased Screen Percentage in the Post Processing Volume and it solved it, but then it’s not ideal, since it caused a huge performance hit. So I would consider it as still not solved :cry:

image

Just got it a 100% fixed. It will be a game, so I need performance. I changed settings to:

  • Forward Shading
  • MSAA

Keeping it here for others that in the future may stumble upon the same problem. (Why can’t I mark this reply as the topic’s solution?).

Source of the solution: