In this video, I’m testing ZibraGDS, an Unreal Engine plugin that makes it possible to play back massive geometry sequences like Alembic caches, destruction, cloth, liquids, and other heavy simulations in real time. We’ll see how it tackles the performance issues of traditional Alembic workflows, explore how it fits into an Unreal Engine pipeline, and discuss where it shines, and where it falls short. This isn’t a sponsored review; I discovered ZibraGDS myself, and the team provided a 30-day trial for testing.
https://dev.epicgames.com/community/learning/tutorials/Kxve/i-tested-zibragds-in-unreal-engine-real-time-alembic-caches-are-finally-possible