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Tessellation triangle
Tessellation triangle










tessellation triangle tessellation triangle

In general I’m not a fan of getting the choice removed. I think it’s fair to be prudent about replacing the existing tech with Nanite when the rest of the supporting tech isn’t built for what it implies There’s Source Control bandwidth and disk usage. There’s Source Control upload/download speed. Most other 3D softwares can’t reasonably handle opening/saving/viewporting million-triangle meshes. There’s shader effects (snow buildup, footsteps and trails, etc).Īnd also think outside Unreal. There’s new in-engine mesh modelling/editing tools. There’s mesh destruction/slicing systems (good luck keeping those in memory). You still need to save the mesh file to disk from within the editor. Think of the other implications, everything needs to be 100+ times faster. Just how good can they come up with better compression and optimizations? is the new Zen loader really 100+ times faster? LOD0 is 706 kb at 16302 tris, while the Highpoly source is 115 mb at 1.999 million tris. I took a random Megascans mesh (rock_assembly_tazj1) to compare disk size of FBXs. In fact the game could even just pack the optimized (by the engine) version.Īs things stand, not only is the engine NOT capable of handling it, but things like floating point precision would cripple a mesh dense enough to require it. I’m saying that IF the engine is finally capable of handling it, then it should make little to no difference how dense the mesh you put in engine is. You can reduce that a lot via both dumping floating point precision as the engine already does, and compression.












Tessellation triangle