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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Also, how many steps are you using, when its viewed from close?
Would you mind showing some screenshots? I can't really imagine what would require 100 steps. Maybe you should do some adjustments to the shapes in your texture, make them less steep, so you dont need that many steps. An ideal step count would be like 16-32, maybe double for very high quality...But thats expensive.
Edit - On mesh decals, it still doesn't work.