As you can see it’s totally unusable. It looks really bad and with the “r.AOGlobalDistanceField 0” command it becomes 5 times more expensive (and also way too dark).
My meshes are uniform (except the roof, wich is the base cube stretched and surprisingly this is the one working the best here…)
And because it’s not enough there is a weird ghost trail behind the character :
Is there any chance you are using temporal AA (that would account for the character artifacts)? For the wall, have you played with “Distance Field Resolution Scale” under the build settings in the mesh editor? I remember getting similar artifacts when I used Unreal’s built in cube mesh, using my own and playing with the resolution scale fixed it.
The ugly DFAO is now gone ! It was the strecthed roof that caused weird AO (whereas it was clean on itself). Even with 8 bit and compress distancefields the DFAO is clean.
I remade the roof thanks to you
The traces are still here tho any idea on how to fix it please ?