Landscape Tessellation Issue

+1 to this

bump up for moar community interest

also if possible please look at this again, kinda related as you know. Tessellation and Foliage cause the Video Driver to crash - Getting Started - Unreal Engine Forums (it’s updated with more details)

cheers

Yeah please don’t forget about that topic as well. It’s also a huge issue and Chosker has done a great job at narrowing down where it happens.

And while we’re at it, please just remove the ‘crackfree displacement’ box cause 1) It does absolutely nothing 2) If I ever want a project with cracked displacement, I’ll probably be ready for the nuthouse anyways,

Can you please fix this?

supporting this request.

+1 for this request also!

Me too. I thought I WAS going nuts with all the cracks in my crackfree displacement.

Hi guys,

I saw a link to this in the Reddit thread.

I’ve just updated the ticket to try to get it fixed for 4.13. It was backlogged and filed under Rendering rather than Landscape, so I hadn’t noticed this ticket.

It think we should be able to fade out tessellation near the camera (using something like Xosh project’s suggestion), and then for landscape components where it’s completely faded out, automatically switch out the material for a tessellation-disabled material. That should remove much of the baseline cost.

Cheers

Thanks . Much appreciated. Good luck hunting this down!

Generally, a feature that would allow switching materials based on distance to component would be invaluable. But the issue we are describing here is still severe enough within bounds of one component. Even having only one component with tessellation enabled still yields unexpectedly high render time increase.

OK, we’ll have a look at what’s going wrong here in the single component case also.

Great, thanks again !

Our sincere gratitude for this.

Hi ,

I don’t know if this will fall under the same belt but the landscape collision currently doesn’t update as tessellation deforms the landscape surface. The problem with that is it forces us to stick with small scale deformations.
Should we make a new request for this or it’ll be taken care of when tessellation gets looked into as well?

Thanks.

I wasn’t even aware that this was a problem. Haven’t really done much landscaping in UE4, but plan to do so in the near future. This should definitely be moved up from a backlog and prioritized. Most games these days have tessellated landscapes. UE4 should be able to offer this without a significant performance hit.

UE-14253 seems to have FIXED status now, but up to 4.13 preview 2 there seem to be no improvements. Can anyone confirm/deny that this fix is already a part of preview 2? If that is s the case, was this fix targeting the issue, described here at all?

Yep +1 from me too

Hi Richard,

What exactly are you me tooing?

Have you looked at the tessellation changes in 4.13 where only the highest LOD is tessellated and automatically fades towards the end of LOD 0?

The changes to tessellation in 4.13 result in landscape components disappearing. Do you think it’s gonna get fixed for 4.14? Gareth mentioned it will be but now seeing the tickets are backlogged here and there…

Hi, we believe we’ve fixed this for 4.14. If you are able to try the latest 4.14 preview build and let me know, that would be extremely helpful.
Thanks