Working in 4.26.2 and it’s working well enough, but I just wanted to say that yes, this presents in this version as well (if it helps).
Enabling ‘continuous page updates’ seems to work for me in terms of ‘resolving’ the issue (it comes at a cost). The issue (from what I think is going on) is that the VT’s are reactive, in that as shader-lookups, they are rendered on demand, not pre-rendered. That’s why a tile here and there flickers b/c the engine hasn’t set that particular tile to render until you forced it to. Otherwise, setting to continuous streams/orders the tiles in a different way so that all the stuff you see is prioritized.
You can see this if you have a snow-effect, wetness, etc that affects the whole landscape. Zoom out to see the whole thing, and set whatever from 0 to 1 and you can see that as you scroll around, the engine will update various tiles. Even here though, for me at least, setting cotinuous doesn’t make the whole landscape turn at once, I can see the tiles changing 1 by 1 over a quick second or two, but the behavior can be see that the tiles are more ‘actively’ updated…
Hope this helps.
bTW - in some version of 4.26 and/or circumstances I was doing there was a bug with setting continuous updates caused my triangle count to go from ~400k with the heightmesh to lik 7million+, like it was rendering the entire thing. It doesn’t present anymore for me so I cannot say it doesn’t pop up so fyi…