Running some tests.
I have tessellation in my material working nicely for non landscape objects. Dynamic, based on distance.
On the landscape - by just having the tessellation enabled within the material - the LODs start to move at a distance causing odd shifting effects (Which I have indeed seen on AAA games before).
This happens regardless of Adaptive or Crack Free, on PN Triangles.
Waiting on compile to test Flat.
Killing the landscape LODs by forcing them to 0 “fixes” the effect.
Has anyone else encountered this and have a possible fix?
IT wouldn’t be too bad except for on genera surfaces where it causes gaps… Screenshots to follow:
Example of the effect during motion:
Turns out it’s happening even with tessellation off on the material.
It is whatever the tessellation for the landscape is, and I have no option to turn it off on the landscape. Any Ideas where that went?