Runtime Virtual Texture flickers when sampling it on grass

To just add some more regarding this issue, as I have just been optimising my level. I had previously adjusted the memory pool as stated earlier in this thread and just found my runtime virtual texture was using over 2GB of memory ( console > stat virtualtexturememory), so be careful adjusting this. I have managed to get this to just 256MB, by decreasing the memory pool (to 64MB) and then adjusting the settings in the Virtual Texture, namely “Number of low mips to remove from the virtual texture” and “Size of the Virtual Texture in Tiles” both to 4 respectively. (I had to experiment to find best settings for me). I did find on occasion (i.e. if the camera zoomed in) that I would get whole sections of the landscape flicker. This I believe is due to the bounds. To fix this adjust the “Negative and Positive ZBounds Extension” in the landscape itself. I found changing from default of 0 to 2 sorted this completely. It all seems to be running great now.

1 Like