Grainy black speckles appearing when i move around in viewport

Can anyone help me? I’m getting a grainy black shimmer on one face. I think related to where light hits it. It only show sup when i am moving my view in the viewport. when still it disapears.

It only happens on this one face, and only when ihave this specific material applied.

Tried so far (no change from any of these):

  • Disabled Raytracing (Render Properties → Raytracing)
  • Raised Viewport Samples to 64 (Render Properties → Sampling)
  • Roughness is driven by a texture (Non-Color) through RGB Curves — raised the black point to keep roughness off 0 → no change
  • Checked for overlapping/duplicate geometry (z-fighting)

Please see my vid (https://drive.google.com/file/d/1U8QQ8hor8l-HACh3pjvKwvo-P_xjVpHd/view?usp=sharing) and pic for example and material set up.

System info: Im using Blender 5.2 and EEVEE render. Building for quest 2 VRCHAT.

The video taken by the camera does not show the problem.
If you don’t know what caused it, try cutting the node connections one by one.

It’s probably likely to cause problems with normal maps or displacements.

Add…

If it’s about this problem?
I don’t think this is a material problem.
Maybe it’s part of the object or it’s an object.

The video quality makes it hard to tell what the issue is. Try uploading a screen recording instead.

I would suggest to try rendering an image of it to see if the issue still happens.

It also could be overlapping faces. To fix that, go to Edit Mode, select all and then go to Mesh>Clean Up>Merge By Distance.

If it is only happening with one material on a specific face and disappears when you stop navigating, it might simply be Eevee calculating the light and shadows, the new version of Eevey can have noise that gets sampled out, yes Eevee can have noise and does do samples a lot less than Cycles needs but still some. Eevee also uses de-noising.

Eevee is fast but not “real time” like Unrreal or an optimized game engine.

I presume your final renders will be fine as final renders do more samples than view-port.

Thanks everyone, here is a better video. I have checked for overlapping faces, and as mentioned this isnt happening when i have any other material applied to the same face.

Thanks, here is a better video, its the floor face that I’m refering to, you can see the black grain that appears on it when i move https://www.loom.com/share/c1f3eab3accc46e6aaf8a37c9726969d

Anyone have any idea?

Hi, you are only showing viewport view, what about the render view dose it appears there?

I just have seen this now.. the videos are in such not-so-good-quality that the actual problem is barely visible for me.

Also: is this the final tetxure ? Only Black and white ??

+1 for checking duplicate geometry..

And.. the floor seems to be very reflective/shiny. Does it mirror something at the ceiling (or is there any ceiling at all) ?

Select the faces in edit mode where the problem occurs and then open the UV editor, at the top you can select the textures and cycle through them to check for any problems in the areas where the selected faces are mapped.

btw, try unplugging the displacement map for the floor material and see if the problem disappears.