This fix will be in final 4.13, but is not available in current preview yet
He guys,
I just saw this:
If anybody has preview 2 I’d appreciate it if you can give it a try.
Thanks!
Still same in preview 2.
either the fix didn’t make it to Preview 2, or the fix that UE-14253 refers to is actually this:
“Landscape Tessellation Performance Improvements by rendering with tessellation only on the highest LOD”
I hope it’s not the case, cause that seems like it would falls very short to fixing the problem
The fix will not be implemented in the preview versions
Yeah really hope this isn’t the case. Would be great if Epic could comment on this.
As far as I know no one said it won’t be in any preview. Just that it wasn’t in the at the time current preview.
Edit: Whether tessellation is enabled on highest LOD or all LODs, it doesn’t address the explained in the OP.
Basically when tessellation multiplier is 0 then it doesn’t matter if tessellation is enabled on all LODs or highest LOD. The problem is originating from somewhere else.
So either the problem wasn’t very well understood or what…
Considering it’s “fixed” in the tracker, I’m surprised they still haven’t put it in.
Maybe someone is willing to test it out on the Branch? The fix should be in there.
Hmm why someone states that this fix is not part of 4.13 preview? The fix commit, that is referenced on the bug tracker is already in 4.13 preview 2, judging from LandscapeVertexFactory.usf atleast. Additionally, I do not quite understand tessellating landscape in highest LOD only. What if i want to use tessellation to refine shape of terrain further away, rather than adding details closeup?
I’ve added a detailed step by step guide how to reproduce the issues in this answer hub post](https://answers.unrealengine.com/questions/392144/terrain-tesselation-and-dynamic-shadows.html)
I really don’t understand why they did this either. We could already to distance based tessellation if we wanted. And now, the huge performance cost is still there either way. :eek:
There is one thing that I completely refuse to understand. This thread has ~4.5k views, but only 10 upvotes and 15 votes on the tracker. Are there really only 15 people concerned? Anyway, I left a comment on Maximum-Dev’s original answer hub post. Would be nice to hear some comments regarding the problem.
Err … no. but since this is an active topic i expect that every single developer already did read it at least 5 times and concluded, that a very important for landscapes customization is messed up and broken. No need to start a debate i guess
Im sure it’s on a priority list.
The scary part is the ticked that was made for this is marked as FIXED and the description on the fix is entirely irrelevant to what’s described in the OP.
Exactly, we’re afraid that they might have “fixed” something that wasn’t really the problem to begin with.
I would not be sure at all. Firstly, it took a good deal of combined efforts to get the out of backlog. It could have peacefully slumbered there until better days. Secondly, updated changelist for preview 2 does include UE-14253 as fixed. Now my question is, what exactly was fixed? For sure, it was not the, described in initial and follow-up bug reports.
Any word on this from Epic?
Maybe a new ticket?
I am trying to explain the to here, but i’m stuck on “cannot reproduce” stage. So far there were implications that issues are somehow on my side, which I openly doubt. It would very kind of someone else to download 4.13 preview 2 and post the results in above-mentioned answer hub post, because so far it looks that I am the only one setting up this question.
You should probably just demonstrate the problem on a larger landscape, and also ask him to repro it on a large landscape as well. Once he sees a 10ms increase while tess mult is 0 he’d see the problem better. He is coming from the perspective of the performance impact is small so it’ has to be normal. But the as I described in the OP is that the bigger the landscape is the higher the cost gets even though not a single triangle is added to anything.
I can’t get my hands on preview versions unfortunately so I can’t help until final version is released. But yes I’m pretty certain the problem is still there. Like I said, I think you should just ask him to enable tessellation on an 8k landscape while multiplier is set to 0.
New tracker ticket for tessellation performance under dynamic lighting. UE-35097