Fixing displacement flickering with BoundsScale throws raytrace performance warning

Hey there, older thread provided solution for flickering displaced mesh by increasing the BoundsScale, but with raytracing on, we get the build warning:

Actor casts dynamic shadows and has a BoundsScale greater than 1! This will have a large performance hit

Doc says:

Serious performance warning… either
reduce BoundsScale to be less than or
equal to 1 or remove dynamic
shadows…

Any insight on avoiding flickering mesh this when using a heavy displacement workflow?
Any way of knowing how big of a performance hit this is creating?

Instead of increasing bounds scale modify the bounds in the mesh editor.

That works! Thanks for making the connection for me.

This does cause an issue in viewport when orbiting and focusing on objects, I wonder if there is a way around that. Or maybe there is a better way to displace objects that doesn’t cause the glitch to begin with? Seems like a fairly significant issue with displacement.

Well, by how much did you increase the bounds? Usually for displacements you need just a few units.

Yeah, I was afraid I would be pushing it too far. I can pull it back and displace further, but right now I am at 10 units.

I’ll have to find a healthy balance, since some of these assets are designed to rely on heavy displacement to create things like pipes and overhanging geo.

Are you increasing both positive and negative bounds equally?