We have terrain mesh assets that utilise the LevelOfDetail property StreamingMesh with Default ModelStreamingMode. That seem to flicker in and out really fast when they are at that streaming distance. We expect those assets to either be streamed in or streamed out but not doing that flicker with small player/camera position movements. I was at 10 graphics when recording this video but it has been a widely reported issue in our community.
Haha, was just about to report this issue. Seems like it just started happening recently. This is likely an issue with occlusion culling because the impostor meshes stop rendering entirely.
Heya!
Just wanted to say that this culling issue affected us in Teensy Tiny Tankery’s Beta.
(We recreated the bug here, with one of our 0.001 high parts being resized.
Sized to 11.8 units on the Y axis:
Reverted to 0.001 units on the Y axis:

The cause is that every mesh’s overall physical hitbox, instead of it’s visual hitbox are accounted for by the Occlusion system. I believe ROBLOX does this to save processing time, and this could be the cause of both of your issues. It was infuriating to us to no end until I found out this was the cause the entire time a few days ago.
As for why this might not have been easily noticed on some devices. In our quest to hunt down the utmost brutally efficient game possible, we were trying some insanely draconic ideas for creating high detail environments. Thankfully, ROBLOX recently patched a mesh renderer issue for us to achieve this with on the UWP, iOS and Android apps. However, this may have also been caused by the mesh trying to match the overall physical hitbox, rather than retain it’s visual appearance.
If the issue still persists, it might not be this, but it’s our best guess as the visual issues are the same.
Hi. I rolled back the feature that causes this bug.
Please reset the app and try again to see if the issue is still occuring
Issue resolved, thanks for the speedy fix!
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