Runtime virtual texture sets landscape to lower mip

I reworked my 4.26.2 project in the latest preview build. It all works with landscapes/rvts/heightmesh, but I get this odd LOD flickering on the whole thing, even when standing still. It ‘shudders’ between different mips/lods and just looks ugly.

I gather that is what we’re all talking about?

Fer sure not seeing this in 4.26.2, which is a real shame… The new LOD-transition for the heightmesh is much improved in terms of swimming-ness/swimmy-ness. In 4.26.2 it was a series of overlayed LOD’s that attempted to ‘blindly’ blend on top of/into one another and was very swimmy. In the latest 5preview it seems to fill in each lower-LOD poly one at a time/directly vs ‘will it blend?’. I can’t really see swimming and I’m using a lot of detail in the mesh.

NOTE TO EPIC: that one-thing above, with the new fill on the heightmesh is ‘the-thing’ that lets me feel I can actually use it as a landscape; I cannot really see it swim. To paraphrase Doc Brown: “Meshes? Where I’m going I don’t need meshes…”

Performance is still good, getting the same FPS as in 4.26.2, whereas in other v5-releases I was NOT, even w/o lumen, etc. Lumen still eats my FPS but not nearly so much as before; definitely still needs to improve IMHO. Also, build-times on the RVT volumes is much faster/performant.

Issues with the heightmesh aside, performance seems up-up for me, at the very least.

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