A few months ago, we participated in the thread about shimmering cracks between tiles on Android We are seeing shimmering cracks between tiles only on Android - #15 by carlrealvr, which discussed the depth buffer precision issue. Unfortunately, the problem persists, and we’re still seeing noticeable cracks and gaps between terrain tiles on Android, caused by skirts being visible through the terrain. We’ve upgraded to the latest Cesium v2.11.0 and are on UE 5.3.2 Oculus Branch
As a temporary workaround, we’ve modified the Cesium shader to hide the skirts, but this introduced new challenges. The gaps between tiles are now visible, so we’ve had to create a secondary fake terrain layer beneath the primary one to mask these gaps. While this improves the visuals, it complicates our pipeline and isn’t a sustainable solution.
We’re wondering if there have been any updates or ongoing efforts to address this issue directly in Cesium for Unreal. Is there any guidance or planned fixes that could help resolve the depth buffer precision problem or mitigate its effects on Android?
We appreciate the amazing work you do and hope you can provide some insights or suggestions.
As far as I can tell, this is a limitation of Unreal’s rendering on Android, and not something we can fix in Cesium for Unreal. I described my understanding of the problem - and the best solution - in this message:
In short, I think you need to move the near plane farther away. And if that creates problems for rendering hands, you need to look into ways to move the hands to a separate rendering pass. A more general UE forum might have more insight here.
I noticed the UE 5.5 release notes have an experimental new First Person Rendering which sounds like it might be relevant. There’s a forum post with a little bit more information about how to enable it here: