# Landscape Tessellation Issue

**URL:** <https://forums.unrealengine.com/t/landscape-tessellation-issue/59308>\
**Category:** Rendering\
**Tags:** unreal-engine\
**Created:** [March 25, 2016, 3:11pm UTC](https://forums.unrealengine.com/t/landscape-tessellation-issue/59308 "2016-03-25T15:11:24Z")\
**Posts on this page:** 1\
**Showing post:** 25

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**Author:** ![Tymax](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Tymax](https://forums.unrealengine.com/u/Tymax)\
**Post date:** [June 14, 2016, 10:48am UTC](https://forums.unrealengine.com/t/landscape-tessellation-issue/59308/25 "2016-06-14T10:48:31Z")

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You are missing the point …

A distance based Tessellation should not impact the performance when you are out of range, see the according Wiki entry:

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — ue4community.wiki! You will be able to find content from the official...

This would make the whole distance based tessellation obsolete. Also the same effect when tessellation is set to zero.

We just want a close-range displacement for ground materials, which are being applied to a landscape. UE uses tessellation vertices that for.  
I’m sure I’ve seen this working properly in previous versions.

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