https://youtu.be/TQg9lp8Q0gY?t=1m46sOk, guys, I'm gonna need some insight here. There's a freaking lots of detail on those rocks, even for a Ps4 level title. By the sheer amount of details they have, I can suspect they were sculpted with Zbursh but I just can't get how they rocky surfaces of the wall have so many diversity, I really can't sense or see any sign of repetiveness or tiling here.
Even when the grassland when seen from far above the ground, you start seeing the titling and repetitions but the walls, dammit, the whole thing looks as it was sculpted in one go...
Also, honestly, how did they manage to put somuch grass/foliage and green on the ground withtout losing performance?
https://youtu.be/chSbDJNS76g?t=1m51sNow that silky smooth fur; I know how they did it with multiple layered geo on the PS2 game but here???? This is better looking than Turf/Hairworks Nvidia ever proposed for their gameworks futilities, and here this is running at silky smooth 60 frame on Ps4 pro.
How did BluePoint did it?
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As for why it doesn't cost so much performance, I think ever since the PS3 gen, you can reasonably get away with a lot sculpted detail that has been retopologized/optimized. Even more so when those assets are instanced.
You can look at this Uncharted 4 artdump and see the rocks came from a decimated source (or where manually edited to reduce the polycount for run time).
Might be worth asking the question to him on Artstation. I thought about doing that myself several weeks ago, they are very gorgeous rocks/cliffs
as for foliage, if done efficiently, you can usually get a way with quite a lot if you are smart about it. Look at the latest uncharted games, or when i was working on farcry there were literally hundreds of thousands of polys of grass on screen at once. polygons are the least of performance issues in most cases these days. Drawcalls usually tend to make a bigger hit in performance.
^^ This technique works really well for making large rock formations while maintaining detail level. I'm doing something similar at work right now. You can get a lot of mileage out of only a handful of meshes and a few material instances with different tiling detail textures to change up the look a bit.
https://80.lv/articles/shadow-of-the-colossus-remaking-the-legend/
If you haven't already you should check out Decals and Mesh Decals, in Unreal, it explains the concept well and if you're adventurous enough you can play around with it
Mesh Decals:
https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/HowTo/MeshDecals/
https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/MeshDecals/
Decals:
https://docs.unrealengine.com/latest/INT/Resources/ContentExamples/Decals/1_1/
https://docs.unrealengine.com/latest/INT/Engine/Actors/DecalActor/