New material based nanite displacement culls too soon with near clip 5.3.2

When using material-based nanite displacement the surface is culled even if the displacement value is tiny.

Is there a way to increase the near clip for nanite culling? I am sure triangles are being rejected too soon when using a displacement material for nanite.

This is with a default magnitude of 4. Raising this will also discard nanite triangles sooner.

This is not a confusion with the near clip value, which defaults to 10cm, and I have tested extensively. It’s nothing to do with the actual nearclip camera setting, just to be clear.

This is exclusively to do with the new nanite runtime displacement culling triangles too soon on nanite displaced geometry.

Any advice welcome, assuming it is not a bug. If it is a bug, please let the developers know. Particularly problematic for an arch vis nanite scenario in VR where the client will get close to a surface.

This is fine with classical geometry, just not with nanite displaced geometry via material.

Note: Problem occurs with flat and VR rendering, it is not a VR specific problem, just letting you know the use cases of the bug.

The problem is made far worse if you SCALE the nanite geometry. We frequently use scaled-up pieces of nanite geometry. Perhaps this is part of the bug for Epic’s consideration.

I agree, I think it’s a bug. The feature is experimental, so hopefully it improves. The near clip culling happens much sooner than is expected.

I’m also encountering this issue and decided to reply in hopes of some answer. Is there any work around to take environment screenshots? I hope they’re aware of this and it’ll be fixed soon.