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Making tessellations12/4/2023 ![]() They all used something else that make ground look tessellated. Believe it or not, most AAA games didn't use tessellation at all. It failed to make a meaningful optimization relative to just using high-poly mesh with LOD. Tessellation was the silliest thing to have come in gaming world. Yeah allready mentioned that above making ur compare kind of useless (sry my fault if this wasnt clear),u need to compare packeged size with nanite vs none nanite meshes on the same project,so u don't just compare vs the normal stripping of data cooking does anyway with any project (it can be done with the megascan assets as exactly 2 and more versions (on same detail)exist of the same mesh, nanite and none nanite) to get the advantage nanite compression has vs normal mesh compression in the cooked project not just cooking itself (which is obv known to happen and not the topic of question) ,also sadly this still doesnt solve the issue of the assets beeing huge in editor (which is as said a missconception people add to the features of nanite which isnt there,cause there actually huge not small when working with them,system is still awesome dont get me wrong see my acc pinned for unusual usecase^^)//Edited for better understanding excuse the language barrier if that was the prob still learning eng beyond long ago school knowledge,my mother lang is german :) have a nice day ![]() dunno where this misconception comes from u can litterly see it on the huge size of the demos and the assets themself by using megascans plugin and downloading a nanite and none nanite version of the same detailgrade(without tex).Still love it tho used the true 3d detail of the meshes to create a Outline(and "Inline") based on it,which allows a very detailed lining thats normally not possible as the detail would otherwise be contained in the displacement and normal and would be fake (The Reason u normally use low detail/low poly models in ur comic shader with outlining).But this allows near endless detail and also allowed me to finally skip the old shitty method of distance/depth fading the outliner in distance as this isnt needed anymore(see Acc pinned for Detail"new depth method." This isnt rly true as u can see with all Megascan assets also the ones i used for my moebius scene (from the ps 5 demo and i didnt even use there textures just the nanite mesh) are all huge in filesize (and very close to there normal version) despite better compression ,maybe not as huge as a normal mesh would be with that detail but there huge,just the rendering with nanite is very efficient ,filesize(stored) is still a prob. You can sign it to help save tessellation. Tessellation can take a low poly mesh and add detail.
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