Weird Mesh Rendering With multiple Niagara Mesh Renderer

Hi man,
think I’ve had a very similar issue with cpu simulated niagara mesh renderers, showing up only with multiple instances alltogether & some big-scaled ones…
solved setting sort mode to “none” from previous “view distance”.

maybe this or something regarding z-depth could solve?

more info on my case:
UE 4.27,
Forward/deferred rendering,
Instanced stereo on/off, separate translucency on/off, DX11/12,
VR game, shows more often using Liv with SteamVR