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Performance optimization with triplanar mapping

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    Performance optimization with triplanar mapping

    hello everybody, for the environment i am making with Landscape Auto Material from VEA i created few new layers with triplanar mapping for better quality...result is very good but it is literally killing the framerate... can you tell me how can i tweak this layer to use triplanar only within a specified distance? i linked screenshots of layer setup.
    thx a lot

    https://drive.google.com/file/d/1Erb...ew?usp=sharing

    https://drive.google.com/file/d/15Tm...ew?usp=sharing

    https://drive.google.com/file/d/1mPY...ew?usp=sharing



    #2
    One thing you can do with a landscape that is decently flat is to only use the z-axis mapping in the texture nodes. This way you'll only have to process one axis instead of three, which may save a bit of performance. You'll have to check and see that you don't get too much texture stretching though.

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      #3
      In order of effectiveness vs visual impact, starting from the most effective measure:

      1) Realizing that such approach is not maintainable and opting out for a cleaner way to paint your landscape.
      2) Using Bi-plannar instead or tri-plannar for layers in question.
      3) Making use of dynamic branching to skip sampling layer textures, that are fully covered with other layers/projections.
      4) Implementing stohastic blending for layers/projections in question.

      Each of those points are individually searchable.

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        #4
        Tessellation kills the framerate. I opted against it and saw huge performance benefits, not just in base pass but shadow casting as well. Parallax Occlusion also performs certain operations per-vertex, and landscape just has tons of vertices (not to mention the overdraw). In the end I decided it just wasn't worth it. But that all depends on how high you really want to target.

        Biplanar is a terrible idea: anything that's Z-up will show horrible stretching, and if you plan to fix that by manually painting other layers on flatter tops, you'll have to do that for the entire map. If you're having major performance issues planar mapping really isn't the problem.

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