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AAA Grass

It isnt needed since Speedtree is perfectly pluged into UE4. Their wind in either case best that you can get out of engine.

“AAA” doesn’t mean what you think it does; tip: has nothing to do with quality.

Yep, Epic renamed all of our packs to remove the AAA from the titles.

How do you know Max doesn’t have a 15 million dollar grass making fund?
Sure, it refers to the size of the development and marketing budget, but it’s fairly synonymous with quality. I mean it is possible to make a 50 million dollar game that looks like ***, it’s highly unlikely, if someone’s spending that kind of money there’s a good chance they’ve got a solid crew behind them. Again, not a guarantee but it’s synonymous enough with games of the utmost visual fidelity that I think we can all use the term here to save ourselves the time of writing ‘Super duper beautiful high quality Grass’ again and again and again :slight_smile:

I’ve worked for marketing company for 5 years and I’ve seen a ton of nasty things while I was there… They do anything to sell anything, they do mostly nasty bad things, so every time I see a small marketing gimmick around here I try to tell people they don’t really need to do these things to sell what they want to sell (because I like this community I react like this).
I want to believe that in today’s world is still possible to provide services/products without attaching empty cliche words to whatever your product is; but maybe that’s just me btw.

Some tall grass.

Hey guys,

There’s so much to share.
Let’s start by saying I’d include only 1 grass in this pack, which helps better demonstrating the real purpose of this package.
What this package is intended to do is to let you produce infinite variations of any single grass. For that reason, all the images I’d be posting here from now on is the same grass, but a different variation created using the function included in this pack.

So many more variations can be made in no time! for any grass!

(Going to update the OP today. Documentation is also WIP).

The most important thing to me is always the performance :slight_smile:
If you manage to actually create the most performant grass, i surely will buy it. Maybe even very short grass?

I would not even care about any additional features! Just a variation of meshes and materials … and the best possible performance.
… then I would not only be interested, but buy it asap :smiley:

Performance without and with grass:

Nice! Would create kindly do a short video with shadowplay? I dont know how many others would care about performance, but i do … alot :slight_smile:
And if this screenshot actually shows it as-is, then it would be alot more performant then other available assets.

I really do respect this work alot … since I’ve also tried to create grass like this countless times. And it was pretty much a failure every time. Sometimes the performance was great but it looked like ****, sometimes the other way around. Maybe I’m too picky, but i need really short and high-performant grass for a pretty big landscape …

Will play around with shadowplay and see what happens.

2 New screens of same grass.

8ms with and 8ms without? Surely something went wrong in test there.

what would you assume something is wrong, if something is performing very well?! :cool:

I think fps capping is the problem here, there’s probably a difference between good performance and zero cost :stuck_out_tongue:

Unlocked FPS…:eek:

There is a cost. But certainly not that kind of a cost you’d notice… I mean… it’s only a bunch of grass.

As written, create a big demo level, do a video - and if the performance is still “that” good, you will have some buyers for sure :slight_smile:
Just a little personal request from me would be very short grass … like in a garden. Nobody offers that.

Recording the screen has it’s own performance cost (about 5 FPS difference). Here you go! :slight_smile:

[video]https://youtu.be/PvJbDvEroK0[/video]

Edit: Shadow cascades were set to 4. At 3 cascades (default value) it runs at 120 FPS.

Uhhhh still very nice performance!
I wonder if smaller grass would be less costy and also if there are any other possible performance options (such as reducing resolution scale/details in distance etc.). My target is currently 200 FPS at any given time for the environment itself (by using a 290 as reference). Since im doing a kind of mmorpg prototype, with 200 additional moving characters the performance can get worse pretty quick :smiley:
Well … still 100+ FPS on my side, but i have to consider low-end GPUs as well as IGPU/APU solutions :eek:

Smaller size grass should cost less IF that results in less overdraw.

I just noticed my directional light shadow cascades were set to 4. At 3 cascades (default value) it runs at 120 FPS.

I think I would buy this if one could add different types of grass. How do you handle that?