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AAA Grass

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?

Pardon me for asking endless questions, but how did you place/spawn it? Did you use any blueprints for further customization? How are the draw calls? Bascially what are the limitations? I would always either draw it manually with the paint tool or with a landscape grass layer :slight_smile:

Once you apply the material instance to *any *grass, in the material instance you load the Albedo and Normal for that grass and done. Start customizing OR use one of the included 9 presets. :slight_smile:

New performance test video with 3 shadow cascades is being uploaded.

Then I guess I didnt quite understand what you are selling here.

Do we provide the grass meshes ourselves and you only give us the material instance?
Also, I would like to see the performance of the scene when you add different types of grass, large and small ones, and flowers and other plants. Can we see that?

That’s the point of creating a thread. To answer ALL your questions. :slight_smile:

My demo map has 9 relatively small landscapes and 9 different variation of the grass. Each variation distributed on different landscape using GrassTool (which also allows to change the scale to make it like very short grass). No blueprints in this package. There is generally no limitations since the only thing that’s happening is that there is a master material, you create a material instance from it and apply it to any grass mesh and start customizing it’s look and use the grass any way you like.

**
Performance test with 3 shadow cascades.**

https://youtu.be/Lh1ucyEUJIE

Hehe not quite 120fps there, but its really close (still best grass in terms of performance) :slight_smile:
If wonder if you expand the package with smaller plane-meshes and maybe some optimizations for lower quality distance grass (no wind if it’s more far away etc.).
Also what some people may would like: If you create a distance texture which matches the grass and it’s color variation, basically an example of creating a “seamless transition” of actual grass planes and a simple landscape material. I would not require this, but it would be something no other pack includes … just in case you want to distinguish this package from other available packs.

It’s 120 FPS before starting to record screen. Once it’s recording there’s some drop because of that, hence you see lower FPS than 120.

In future I will try cards that rotate towards player and see what happens. But I don’t think there’ll be much difference since currently the grass is very low poly.
Landscape material is also a good idea. I’d have that in mind.

Thank you! :slight_smile: