I have a tessellated landscape in my game that the player walks around on. As seen in this video, there are flickering artifacts that appear at the edges of the screen when they do so:
https://www.youtube.com/watch?v=UhtsMfZLj1s
I’m assuming this is happening due to the tessellated polygons being culled a bit too eagerly. I certainly do not want to turn culling off as that would dramatically impact performance, but is it possible to maybe increase its tolerance? Or is there some other way to prevent these artifacts?