There is some heavy pseudo-scientific stuff going on in the quotes above. I have no idea what are you talking about.
That is not a fact. That is a rumor. Besides,I have zero interest in your hardware specs and its performance in your projects. I absolutely agree on 1060 performing better overall than 780.
What I don’t agree with and whole reasoning of me chiming in here here is this post.
Namely:
Step by Step:
Heightfield rendering is recognized weak spot in UE4, both in terms of performance and functionality. Votes on aswerhub feature requests and issue tracker support that. This is objective. You like landscapes in UE4. That is subjective.
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Does CryEngine function somewhat worse in this respect? No.
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Does CryEngine function somewhat worse in this respect? No.
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Does CryEngine function somewhat worse in this respect? No. It is available out of the box, even without touching any kind material editors. Doing that in HLSL yields considerably better performance even in UE4 btw.
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Does CryEngine function somewhat worse in this respect? No. Even faster. And at lower memory footprint.
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Is CryEngine capped by a lower terrain resolution? No.
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I would not be that sure about infinity. You will get capped at around medium frequency detail texture for next few years at least for sure.
Does CryEngine stop you from using tessellation on terrain? To some extent yes. It is not available out of the box. Difficulty of implementing it for terrain is somewhat comparable to properly doing POM in ue4.
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So physically or geometrically? Is using texture displacement map is a feature unique to UE4 ? If no, why are you mentioning it?
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How does being underwater affects performance of both? I can imagine only three cases where tessellation would outperform POM on landscape.
- Low frequency details, that do not require high multiplier
- High output resolution
- Improper POM implementation
I have no doubt, that for you, the third is the case. You already gave hints about that in your posts.
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Point being, that there is no point telling people, involved in game development, to purchase new and specific hardware for themselves, especially in response to pinpointing a very specific and confirmed issue with landscape tessellation performance in UE4, and especially if you are not fully aware of what you are talking about.
And please, when posting abstract stuff like this this:
Have some sort of proof ready, for there is a good degree of difference between shader model and shading model.