I want to discuss on transparency and performance issues as a whole and here are the main options I know of with DR, so what it affects:
- Foliage as a whole
- Anything else using alpha
Options that I know of since I last did engine dev:
Option 1: Have a massive G-Buffer that rips performance apart due to the number of layers required in a scene, in addition to the large amount of memory and bandwidth DR takes up anyway. Option 1 is probably the worst option to go for…
Option2: You can interlace transparent and opaque date, which is limited and causes artifacts.
Option3 : Finally you can MP with a forward rendering path, but that requires Epic to put a lot of effort into making and maintaining one… I’m not sure if the code from UE3 would be useable? But at least it’s a base.
So the primary portion of UE4 is TDS, did you look into a Tiled Forward + solution? Because you can re-use the grid and as it’s all in a single global structure it’s relatively simple to support transparency and the rest as a whole…
So that’s TDS + TFR.
It would be nice to try and find a solution on this problem as it’s next on our to do list, I’ve not yet dug my hands into the code. Thanks in advance for your help…