I was just doing level testing and noticed that I had this issue. The flickering outside the window/building, and it only occurs in dark areas. When I go inside the building for some reason the issue doesn’t occur. Does anyone know how I can fix this issue? I wasn’t sure exactly what to type to even describe what is happening. It’s very noticeable from all angles of the building where there are windows and doors.
I think maybe it’s an occlusion culling issue. The flickering usually occurs when you move the camera so fast.
For me, I would try to combine the meshes.
Try to read this.
Thanks and I just read and I believe you are correct and it makes sense. Can I ask you to elaborate on what you meant by combining the meshes?
Also thanks so much! I turned of the Occlusion in settings and it went away!
Glad you’ve solved it.
So, regarding your question, well for me as the developer, turning it off is not an option because it will cost a huge performance drop. The alternative way to solve the flickering is to combine multiple meshes into one huge mesh. You can see they do the same in the Medieval Game Environment Quixel sample project.
Assuming we are creating a cave, and we have to place a lot of rock meshes around. If those meshes are not combined in a certain distance range, it will force the engine to calculate the occlusion culling for every single mesh (one by one). Imagine if you have 1000 of those meshes, of course, the calculation delay will occur thus the flickering as well.
But, if you combined them, the draw call will be 1 instead of 1000 and it will be faster as well.