Are you sure it’s not z fighting of two objects? It looks like the GPU is flickering back and forth between showing object A and B like in this YT video.
That looks like a tessellation conflict, specially if the problem only occurs between Windows versions. The problem comes from how the landscape material is compiled on Win11 drivers. It looks fine on Win10 because the driver tolerates it, but on Win11, it exposes precision/LOD problems.
I would test disabling tessellation on your landscape, as well as forcing LOD 0 on the affected elements. And just in case, update your drivers to the latest version in your affected system (if possible, go for a clean install, then use Developer drivers).
The issue is easy to replicate when you lower the quality of the Shadows. I wonder what the issue can be with the Material that doesn’t work on a low level of detail.
Could it be something to do with virtual shadow maps (VSM).
If you have them on, maybe try disabling them and see if the flicker persists.
If they are the culprit then you could try disabling them via cvar’s dynamically on lower details.
Hi, try to remove the DistanceToNearestSurface node in the landscape material. In ue5 I noticed changing the shadow can set global illumination quality to low as well, removing distance fields. Distance to nearest surface may do something crazy if there are no distance fields present…
Ok, so my project is in 4.27.2, Windows 10 and 11. I see that the DistanceToNearestSurface is making an issue when the Shadow settings are getting Low or Medium.
It looks like it doesn’t work the way it should when it is getting on lower settings.
On the internet, I have found some settings to change in Project Settings, but nothing seems to be working.
Any particular settings that I can play around to make Ground change the color and raise a bit around the buildings?