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HELP: Textures "flicker" in-game (video inside)

Hey friends,

we are currently working on a small Dinosaur Project, just for fun. At the moment we get this really weird texture issue.
Here is short video I made. At 0min14s you can clearly see the texture problem, looks like some textures are not loaded correctly. The problem not only affects the plants, it also happens on some ground, rock and tree textures.

We already decreased texture quality settings, but the problem still occurs. The framerate is fine, seems to be a z-depth problem but we are unable to fix it :frowning:

Every help is appreciated.

cheers,
Alex

Hello AlexKlwn.

Are you using LOD’s for that plant? It looks like the resolution from your opacity texture is changing.
Maybe it is because mipmaps, try to disable the mipmaps from the opacity texture.

It looks like LOD popping, more than a texture problem, to me.
Disabling MIP maps is almost never the right thing to do, because doing so has a SIGNIFICANT performance hit when objects get drawn in the distance.
You might want to increase the LOD switch distance for the objects that pop. (I saw a bunch of leaves do that later in the video, too.)

Thank you guys for the quick response! If disabling mipmaps result in a significant performance drop, then disabling mipmaps will not be a solution, as we are already struggling with dropped frames.

Currently we are not working with different LOD’s for one mesh. Has the “LOD switch distance” still an effect, even when not using multiple LOD’s for a mesh?

@StefanCG, we are not using opacity texture. Our Materials only consist of color-map, normal, AO and sometimes Roughness-Map.

Could you show me the material from that plant? and do you use high poly models for each leaf?

I have attached both material and mesh screenshots for the palm tree as well as for the plant right next to the palm tree which pop’s too.

plant.jpg
material.jpg

plant2.JPG
material2.jpg
material22.jpg

EDIT: Due to the fact that we matched our DefaultEngine.ini Settings to Epic’s VR-Best-Practise, here is our DefaultEngine.ini as well…

DefaultEngine.ini:

[SystemSettings]
r.VolumeMultiplier=1.0
r.HZBOcclusion=0
r.FinishCurrentFrame=1
r.MotionBlurQuality=0
r.EyeAdaptationQuality=0
r.AmbientOcclusionLevels=0
r.SceneColorFormat=2
r.SSSSS=0
r.TranslucencyVolumeBlur=0
r.TranslucencyLightingVolumeDim=4
r.MaxAnisotropy=8
r.LensFlareQuality=0
r.SceneColorFringeQuality=0
r.FastBlurThreshold=0
showflag.decals=0
r.SSR.MaxRoughness=0.1
r.compileshadersfordevelopment=0
r.rhicmdbypass=0
r.TiledReflectionEnvironmentMinimumCount=10

[/Script/Engine.Engine]
NearClipPlane=1.000000
bSmoothFrameRate=False
SmoothedFrameRateRange=(LowerBound=(Type=Inclusive,Value=120.000000),UpperBound=(Type=Exclusive,Value=120.000000))
MinDesiredFrameRate=120.000000

[/Script/Engine.StreamingSettings]
s.AsyncLoadingThreadEnabled=True

[/Script/Engine.UserInterfaceSettings]
RenderFocusRule=NavigationOnly
DefaultCursor=None
TextEditBeamCursor=None
CrosshairsCursor=None
GrabHandCursor=None
GrabHandClosedCursor=None
SlashedCircleCursor=None
ApplicationScale=1.000000
UIScaleRule=ShortestSide
CustomScalingRuleClass=None
UIScaleCurve=(EditorCurveData=(PreInfinityExtrap=RCCE_Constant,PostInfinityExtrap=RCCE_Constant,Keys=((Time=480.000000,Value=0.444000),(Time=720.000000,Value=0.666000),(Time=1080.000000,Value=1.000000),(Time=8640.000000,Value=8.000000)),DefaultValue=340282346638528859811704183484516925440.000000),ExternalCurve=None)

[/Script/Engine.RendererSettings]
r.MobileHDR=True
r.MobileNumDynamicPointLights=4
r.MobileDynamicPointLightsUseStaticBranch=True
r.DiscardUnusedQuality=False
r.AllowOcclusionQueries=True
r.MinScreenRadiusForLights=0.030000
r.MinScreenRadiusForDepthPrepass=0.030000
r.MinScreenRadiusForCSMDepth=0.010000
r.PrecomputedVisibilityWarning=False
r.TextureStreaming=True
Compat.UseDXT5NormalMaps=False
r.AllowStaticLighting=True
r.NormalMapsForStaticLighting=False
r.GenerateMeshDistanceFields=False
r.GenerateLandscapeGIData=True
r.TessellationAdaptivePixelsPerTriangle=48.000000
r.SeparateTranslucency=True
r.TranslucentSortPolicy=0
TranslucentSortAxis=(X=0.000000,Y=-1.000000,Z=0.000000)
r.CustomDepth=1
r.DefaultFeature.Bloom=True
r.DefaultFeature.AmbientOcclusion=True
r.DefaultFeature.AmbientOcclusionStaticFraction=True
r.DefaultFeature.AutoExposure=False
r.DefaultFeature.MotionBlur=False
r.DefaultFeature.LensFlare=False
r.DefaultFeature.AntiAliasing=0
r.EarlyZPass=3
r.EarlyZPassMovable=False
r.DBuffer=False
r.ClearSceneMethod=1
r.BasePassOutputsVelocity=False
r.SelectiveBasePassOutputs=False
vr.InstancedStereo=True
r.WireframeCullThreshold=5.000000
UIScaleRule=ShortestSide
UIScaleCurve=(EditorCurveData=(PreInfinityExtrap=RCCE_Constant,PostInfinityExtrap=RCCE_Constant,Keys=,DefaultValue=340282346638528859811704183484516925440.000000),ExternalCurve=None)

[/Script/EngineSettings.GameMapsSettings]
EditorStartupMap=/Game/Props.Props
LocalMapOptions=
TransitionMap=None
bUseSplitscreen=True
TwoPlayerSplitscreenLayout=Horizontal
ThreePlayerSplitscreenLayout=FavorTop
GameInstanceClass=/Script/Engine.GameInstance
GameDefaultMap=/Game/Map_v2_1.Map_v2_1
ServerDefaultMap=/Engine/Maps/Entry.Entry
GlobalDefaultGameMode=/Script/Engine.GameMode
GlobalDefaultServerGameMode=None

[/Script/HardwareTargeting.HardwareTargetingSettings]
TargetedHardwareClass=Desktop
AppliedTargetedHardwareClass=Desktop
DefaultGraphicsPerformance=Scalable
AppliedDefaultGraphicsPerformance=Scalable

one more thing, I just tried to re-build the lighting, which result in this error message…

d481fd525c4412102ab3cd0bcc1692395b1150d1.jpeg

@StefanCG cant get it to work. Are the pictures of Material Details okay?

Your base color textures have an opacity in the alpha. Just try to disable mimaps for that texture. If that solves it and it does not impact your fps than you can use that if it solves it but your fps gets a drop then we need to find a different solution.

Your color maps have a opacity in their alpha. Try disabling mipmaps for that texture in your texture settings. If it solves it and it doesn’t effect fps then you are fine. if it solves it and does effect fps we will take a closer look and if it doesn’t solve it then I can take a look at the project if you want.