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?
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.
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.