Hi guy's, After reading for almost a complete day i am still at lost on tessellation performance issues since many threads on various forums seem to indicate that tessellation is still a major issue in UE4. I am currently starting to work on my terrain and i was tempted to use the megascans library but as tessellation seem…
Hi Obscura, So basically i was right when i mention using many assets from megascans would seriously impact the performance! Like you say i will have to test a few thing to see how fps get hit. Also it's seem unclear if the tessellation issue has been solved in UE4 even after reading a few posts on this?
Ok, I've got no idea what you're getting at about Megascan assets not being usable? Did you mean 3D meshes? Because textures have a reasonable selection of 4m surface that are working very well with landscapes in Unreal in my experience. I'm just confused here. Also who cares about messy unoptimized graphs if you're going…
I share the same concerns about a lot of substance materials I see on artstation etc. In most game production situations you need to cover quite large areas (4m plus) with a tileable texture so the 30cm square, ultra high detail, tessellated materials everyone seems so keen on producing are of no practical use as they'll…
Agree and too many tutorials are wrongfully leading artists to believe they can put zillions of nodes in SD and use tessellation all over the place without repercussion! Even with today video cards and CPU we still need to work almost like if we were 5 years behind to make sure performance will not be compromised. I don't…