# Landscape Occlusion culling: Setting x/y bounds?

**URL:** <https://forums.unrealengine.com/t/landscape-occlusion-culling-setting-x-y-bounds/396726>\
**Category:** World Creation\
**Tags:** occlusion-culling, unreal-engine, Landscape, question\
**Created:** [June 28, 2017, 3:29pm UTC](https://forums.unrealengine.com/t/landscape-occlusion-culling-setting-x-y-bounds/396726 "2017-06-28T15:29:14Z")\
**Posts on this page:** 7\
**Page:** 1

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**Author:** ![the\_Bartender](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@the\_Bartender](https://forums.unrealengine.com/u/the_Bartender)\
**Post date:** [June 28, 2017, 3:29pm UTC](https://forums.unrealengine.com/t/landscape-occlusion-culling-setting-x-y-bounds/396726/1 "2017-06-28T15:29:14Z")

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Dear [fill in your name here],

I’m currently having a problem where my landscape components get rendered just a tiny bit too late when moving the camera around a mesh on the x/y axes. It results in ugly flickering triangles of sky around the edges of the mesh when I move, which is something I’d like to avoid. My suspicion was that the bounds for the landscape components are set too narrow on the x and y axes, which I’ve checked with the r.VisualizeOccludedPrimitives command and indeed seems to be the case.

I’ve searched high and low, but it appears that setting bounds on the x and y axes is not possible for landscape components for some reason. Changing the negative and positive z bounds of the components did not change anything, as would be expected since the z axis is not the issue. Is there any way in which I could solve this problem, other than not using landscapes?

Yours sincerely,  
Bartender

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**Author:** ![ndelchen](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@ndelchen](https://forums.unrealengine.com/u/ndelchen)\
**Post date:** [July 25, 2017, 4:08pm UTC](https://forums.unrealengine.com/t/landscape-occlusion-culling-setting-x-y-bounds/396726/2 "2017-07-25T16:08:30Z")

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I’m facing the same issue - have you found any solution yet?

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**Author:** ![the\_Bartender](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@the\_Bartender](https://forums.unrealengine.com/u/the_Bartender)\
**Post date:** [July 26, 2017, 11:13am UTC](https://forums.unrealengine.com/t/landscape-occlusion-culling-setting-x-y-bounds/396726/3 "2017-07-26T11:13:01Z")

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Unfortunately I haven’t. For my current project I’ve chosen to use meshes instead of landscapes, even though that’s less ideal for what I want.

I do think that this is a functionality that should be implemented, as in the current state the landscapes can’t be used in combination with occlusion culling for third or first person games.

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**Author:** ![Mighty\_Marcos](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Mighty\_Marcos](https://forums.unrealengine.com/u/Mighty_Marcos)\
**Post date:** [February 22, 2018, 1:12pm UTC](https://forums.unrealengine.com/t/landscape-occlusion-culling-setting-x-y-bounds/396726/4 "2018-02-22T13:12:05Z")

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Hey!

I’ve set the MaxLOD Level to 0 (I suppose i disabled the LOD for the landscape), and that weird flickering stopped.

I hope this may help you!

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**Author:** ![Megurine](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/megurine/32/490361_2.png) [@Megurine](https://forums.unrealengine.com/u/Megurine)\
**Post date:** [March 8, 2024, 9:51am UTC](https://forums.unrealengine.com/t/landscape-occlusion-culling-setting-x-y-bounds/396726/5 "2024-03-08T09:51:20Z")

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I have the exact same issue in 5.3  
(Set LOD to 0 don’t fix it)

Any new solution ?

 ![Screenshot_357](https://d3kjluh73b9h9o.cloudfront.net/original/4X/9/1/9/9199917eac509878125180abb172030bed61e3e5.png)

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**Author:** ![Hariomjangra](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/hariomjangra/32/967493_2.png) [@Hariomjangra](https://forums.unrealengine.com/u/Hariomjangra)\
**Post date:** [May 3, 2024, 8:13pm UTC](https://forums.unrealengine.com/t/landscape-occlusion-culling-setting-x-y-bounds/396726/6 "2024-05-03T20:13:00Z")

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Disable Occlusion Culling

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**Author:** ![Megurine](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/megurine/32/490361_2.png) [@Megurine](https://forums.unrealengine.com/u/Megurine)\
**Post date:** [July 16, 2024, 10:05am UTC](https://forums.unrealengine.com/t/landscape-occlusion-culling-setting-x-y-bounds/396726/7 "2024-07-16T10:05:28Z")

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Coming back months later, I had solved the problem by modifying a Landscape value:  
“NegativeZBoundsExtension” and “PositiveZBoundsExtension” both at 10000000

Occlusion culling must not be disabled! It’s an heresy!
