Landscape Tessellation Issue

+1 for this! I would love if Epic revisited the current implementation with performance in mind and also to iron out any quirks. Star Wars Battlefront makes extremely good use of distance based tessellation on terrain and nearby objects, which REALLY boosts the quality and depth of the meshes. Dice mentioned on their photogrammetry talk that it was a very trivial cost in terms of performance since they faded the effect out completely after a few meters. This isn’t possible with the current implementation in UE4, as even if you do fade the amount of tessellation by distance, there is still a huge initial cost of just having it on, as demonstrated in this thread! Also I saw an answerhub post where RyanB made an awesome tessellated shader where only rocks and things that needed to be tessellated were, and flatter ground was much less dense. Some efficient content examples would go a long way in helping create nice, performant tessellated materials :slight_smile: