Lumen + Nanite Tessellation Shadow Flicker

Hello and thanks in advance!

My project does not have Raytracing Enabled, uses Lumen, Virtual Shadow Maps, and a Directional Light.

This happens when I turn on “Enable Tessellation” on in the surface material - which I clearly want to use :slight_smile:

Shadows look GREAT until the camera gets very close to the surface of the object. Any suggestions are greatly appreciated!

Since this is a space game, what kind of unit scales are you using? How big is that ship in units? A lot of systems in UE are dependent on distances. For instance, within the world settings, the global distance field view distance defaults to like 20k units or so (200 meters). This example clip could be bugging out because you’re now within some distance like that and it has transitioned from a simpler approximation to the more precise one. I haven’t worked a ton with nanite+tessellation, but I’d assume there’s some kind of transition like that.

How far away from the 0,0,0 origin point are you in this clip? It could also be a float precision issue if you’re too far away.

Thank you very much for the response. I am using “real” world units, so that ship is about three meters tall - and asteroids can be in the multiple kilometers.

The asteroid in question is about 180,000 units from 0 along the Y Axis.

I’ll look into the Global Distance field, and other similar settings to see if I can track something down. Thanks again.

M