Landscape performance issue

can I ask how you dealt with the Texcoord Frac, Mipmapping and/or Texture Filtering issues related to using a texture atlas? quick rundown of my experience:

  • Texcoord Frac is easy but expensive (use the ddx/ddy mip bias)
  • Mipmapping poses the biggest challenge, as sub-textures start to bleed on higher mips. the usual “solution” (sacrificing a big chunk of the texture to use as gutter) isn’t at all acceptable, as you end up having to limit the mips (getting noisy textures on the distance) or having to sacrifice a big part of your texture (for 2k textures I found I could basically use a 1024 of unique non-gutter data)
  • Texture filtering issues are what would come if you try to filter the textures manually in the shader to avoid the aforementioned mipmapping issues, but you end up with sub-par texture filtering (looks bad at grazing angles)

Looking into the future I’m specially interested in this.

  • Would texture arrays “just work” (and avoid the problems inherent to atlasing) if I were to integrate the pull request myself? (or wait until Epic does it)
  • Since Dynamic Flow Control is backlogged, what’s the best way to use it without ending up with your entire material in the Custom node?