Hi, I am encountering a shadow flickering in ElectricDreamEnv and other projects in 5.3, inside the editor or packaged version.
At the beginning I thought it was due to the World Position Offset in the foliage, but no.
With or without it, it still generate those flickering shadows.
I tried the following with no success:
Switch from Virtual Shadow Map to Shadow Map
The flickering is different,
In the post process, set the Final Gather Quality to 16
Change my scalabity settings to High / Epic / Cinematic
Change my Anti-aliasing Method. None worked.
I am using a RTX 4090, and my screen resolution is 3840x1600
It sounds like I have the same issue… couple days ago all meshes started to flicker in my projects (both nanite and non nanite meshes - new projects, old projects you name it.
While investigating in my case I was able to narrow it down to these flickering base shadows (this is a test made from a new project after complete win 11/UE reinstall, no lumen gi/reflections, no nanite, no AA; lightinng preview only).
This shadow nosie then makes everything flicker more or less when using “real world” rendering settings. It seems that due to this nanites keep constantly redraw (non nanite meshes flicker as well but not as much), lumen is flickery as well so everything flickers.
I have tried so many things I cant even remember all of them including win11 resintall, gpu and ram swap, nothing worked. On my secondary computer (that I swapped the parts from) all works fine. If you manage to find some sort of solution please let me know.
im running rtx3090 but it also appears on my main computer when i switch the gpu to 2070s I have in my secondary computer (and theres no flicker when I work on my second computer). I even tried swapping ram modules but that didnt help either