I’m sure the nitty gritty is a secret. But i’m still curious about the “basics” or what else you guys can talk about?
From the descriptions out there, it basically LOD’s so that each polygon is at least a pixel small. And keeps it that way regardless of distance from cam.
Makes a ton of sense. And I can totally see 3d being able to do that.
What I don’t understand is how the “lod’ing” of the triangles doesn’t have its own massive performance hit?
For example, if you run an optimize function in 3d software (like 3dsmax) it takes a while to calculate. Even for realtively lowres meshes.
How does the ue5 engine do this in realtime without smashing the framerate?
Just curious thanks.