I was hoping to see the fix in 4.13… Now delayed a few months.
@Maximum-Dev Since 4.13 was released, did you get a to check out if there actually were any tess performance improvements for you ?
There is a new problem.
@, The problem seems to be fixed for 4.13.1
Just as a heads up for anyone who is still sticking to 4.12. Landscape components in 4.13.1 are still going invisible if tessellation is used so you might still want to wait until it’s fixed before moving your project to newer version.
Hmm I remember seeing that it was supposed to be fixed in 4.13.1 hotfix. Is it ?
It’s in the 4.13.1 fixed list. But apparently it’s not fixed.
I have uploaded an example project on answerhub and they’re probably looking at it.
I see that the answerhub post is no longer saying “Solved” so I’m not sure when this is going to be fixed but definitely not in 4.13.1.
Just checked your project on the AnswerHub. Yep, the was marked as fixed, but apparently it is still there.
And speaking about original performance complaints described in this thread, it did not get any better in 4.13.
Gareth said the fix will be in 4.14. We’ll stick to 4.12 for the time being.
So it’s backlogged.
Wasn’t this supposed to be fixed for 4.14?
I’m pretty sure it was.
Also as an that has 54 up votes this is a huge let down to not have it fixed already.
We skipped the 4.13 entirely just because of this. If we have to also skip 4.14 oh well this is the worst thing that can happen because tessellation for us is a vital point of the game.
Also don’t forget about .
So far no improvements about these issues in the 4.14 preview.
The costs still seems really high even when only affecting a tiny patch near the camera and only tessellating parts of the landscape that need detail (rocks etc.) Depending on the view angle it usually halves the framerate at least.
I’ve gone for creating lowpoly scatter piles to combat this problem, but would be really great to see a cheap distance based landscape tessellation fix in the future for sure
This is really disappointing to see.
What?? It was backlogged?
Sad to hear
What about components disappearing? is it fixed in 4.14 ?
Hey Maximum is AL2 using Tessalation, im thinking of buying it and was wondering if it does use it and if so would it impact anything major
It’d be nice if Epic would focus on fixing bugs and performance issues before adding new features. There was an with landscapes in the early versions of UE4 that turned an entire component black if it had a hole in it, and it wasn’t fixed until many versions later (if it ever got fixed at all, I stopped checking.)
@, As I see it nothing regarding landscape is fixed yet. Literally no other aspect of the game engine development right now can be more important than the landscape as 99% of the games out there need this freaking landscape to work properly and meanwhile their projects are floating in the air. Why nothing in UE4 is perfected before moving to new imperfect things such as the new contact shadows that has to be turned off in order for the foliage to look correct.
Sorry I lost my temper… -_-
Because the tessellation cost was supposed to be reduced in 4.13 and then it didn’t, and 4.13 also brought us the disappearance of landscape components to make the tessellation unusable even at that high cost. And while these were on the todo for 4.14 they’re now backlogged as well…
@jojo8026, Yeah we have tessellation there by default. Works perfectly fine on 4.12 and has low cost due to the way we have setup our landscapes. On 4.13 and the 4.14 preview you have to turn tessellation off.
Hi any updates on these issues yet? I read that the component disappearance has been fixed in the latest preview 4.14, but what about the performance did you guys get the to test this yet? We can totally relate, we’ve been dealing with tessellation performance issues in Unreal for a while now.
Hi ,
I’ve not tested more previews. Looking forward to 4.14 which should be released before Dec.
Hey guys,
First impression is the components disappearance bug is fixed, the tessellation huge base cost is fixed as well. LOD0 looks black sometimes though.