Hey i guess this is a typical issue but all the fixes i have seen havent worked yet. Im making an env for VP and the studio wanted to have the mountains as static nanite meshes. I have disables raytracing because of the typical bug. There are these weird bright spots that flicker like crazy.
Yeah, that looks like a form of shadow acne, probably due a mismatch with VSM, making part of the light “leak”, and creating these artifacts. You have made progress testing those commands, there are a few more to try:
First, try setting r.Nanite.ProxyRenderMode to 0, which should force UE to render the Nanite geo into the shadow maps, instead of using a fallback mesh
Next, test adjusting the value for r.Shadow.Virtual.NormalBias, it’s default should be 0.5, so try values around 0.8 and 1.5. This should prevent shadows from jittering, stopping the acne effect
Finally, check the details of your mountain mesh, go to Advanced, and enable “Shadow Two Sided”. This setting should make sure that the “inside” of the mesh is able to block light as well, preventing artifact formation