Finally, Parallax Occlusion Mapping!

So glad to hear it! And yes it will definitely work on brushes and handle world position UVs nicely and all that good stuff:

I’m afraid this got pushed back to 0.3 but I’m literally working on this feature right now.

Videos are in the plans, and there are practical examples in 0.2 (more on that in the next post!).

I’d be really surprised if Cryengine found some way to implement it cheaply (someone please correct me if they have!). It’s definitely a mid-high settings feature, just one that’s far far cheaper than 1 poly per pixel tessellation (and more flexible). That said I have some major performance improvements in the pipeline for when UE4 supports multi-pass shaders/off screen render targets.

I don’t have a PS4 or Xbone to test on but I’d imagine it doesn’t work on them given the custom code node barely even works on desktops (not to mention the core loops are HLSL). If anyone donated me a console I’d be happy to try and port it ;3

Hard for me to see what’s going on there exactly. Would you mind screenshotting the heightmap, and maybe the same tree with the scale at 0? I’d also be happy to look at your .uassets if you’re comfortable handing them out.

What settings you use in gameplay will vary wildly depending on the assets and your use case, but the new material examples should have the sort of thing you’re looking for.