# Flickering issue with Landscape Nanite at close camera distances 

**URL:** <https://forums.unrealengine.com/t/flickering-issue-with-landscape-nanite-at-close-camera-distances/2666438>\
**Category:** Rendering\
**Tags:** unreal-engine, Epic-Pro-Support, question\
**Created:** [September 8, 2025, 9:25am UTC](https://forums.unrealengine.com/t/flickering-issue-with-landscape-nanite-at-close-camera-distances/2666438 "2025-09-08T09:25:57Z")\
**Posts on this page:** 1\
**Showing post:** 10

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**Author:** ![Ciprian\_Stanciu](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/ciprian_stanciu/32/1194635_2.png) [@Ciprian\_Stanciu](https://forums.unrealengine.com/u/Ciprian_Stanciu)\
**Post date:** [October 18, 2025, 2:44pm UTC](https://forums.unrealengine.com/t/flickering-issue-with-landscape-nanite-at-close-camera-distances/2666438/10 "2025-10-18T14:44:09Z")

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I’m the OP for [https://forums.unrealengine.com/t/is-nanite-tessellation-broken-on-terrain-in-5-6/2163989/3](https://forums.unrealengine.com/t/is-nanite-tessellation-broken-on-terrain-in-5-6/2163989/3) and just tested the DisplacementMax = 0 and I now get flickering triangles everywhere in 5.7 preview. I don’t know how this can be called a fix. Are you using 4K resolution ? Because I mentioned in my post that it’s not reproduceable unless you’re on 4K.

UPDATE: Perhaps I should’ve mentioned I’m actually using the nanite displacement. Regardless I don’t think my issue is related to the near plane because the errors appear far beyond the near plane

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