How to make POM not so heavy?

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rohMizuno Polycount Sponsor
I am trying to implement  parallax occlusion mapping on a game inside UE4, but that thing seems to have a pretty strong hit on performance, what makes me wonder, how games like Paragon have been using it?

I already have so its steps are controlled bases on the camera distance, but I would appreciate if anyone have any tips and tricks on how to be able to use it in a game and still keep performance good.

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