I have a large level composed from many small modules (250x250x250 units per module). When I’m quickly moving across the level, I see a lot of flickering, especially when I go around corners.
It is the same problem as the one described here:
Basically, flickering occurse because occlusion query lags 1 frame behind actual rendering.
Is there another mechanism for occlusion? My level is static, so I would’ve been fine with traditional precomputed pvs/object tree.
Also, “bounds scale” ( https://answers.unrealengine.com/questions/121635/pillars-flickering-after-level-creation-tutorial.html ) is specified per-actor, not per mesh, and adjusting few hundred meshes in the level doesn’t sound like a good idea to me am I supposed to hunt them one by one if I forget a few?).
It could be possible to remodel level as entire room as single mesh, however, wouldn’t that cause performance loss, especially if there are dynamic lights involved? Usually adding dynamic lights requires complete redraw of entire mesh, meaning that extra lights on big mesh will use fill rate quickly.
P.S. Enabling r.HZBOcclusion made zero difference.