Landscape Tessellation Issue

Sounds good finally, will try it soon.

That’s great news! Didn’t see anything about the base cost in the change log so I figured they didn’t fix it.

Not so happy… Everything might break apart again in 4.15. :wink:

Shh, don’t give Epic ideas! :smiley:

Hey! Since this seems to be the thread for it, I thought I’d post my issues with landscape tessellation in 4.14. I threw together a relatively quick material inspired by @Maximum-Dev and @Loginius. It doesn’t have any bells or whistles, just 3 layers with heightmaps to blend and contribute to tessellation. The problem is there still seems to be an unreasonably high initial cost for tessellation, and then when you actually use it, the cost gets much worse. Here are some images to illustrate:


My GPU is a GTX 660 Ti, which isn’t great but I’m curious if you guys are seeing these sorts of costs too, or if you’ve found a way around it.

Show thy material graph! :slight_smile:

I should’ve thought of that when I took those screenshots! I’m at work right now, but I’ll post some shots of my material graph when I get home. Thanks for the quick reply!

@Wilkes That is the this thread was started about. There is a cost even for running zero multiplier tessellation, but now, with proper LODing, it should be acceptable. Or so they say :slight_smile: I did not test it yet.
I can tell for sure that there is still something way off with landscape tessellation and dynamic shadow-casting cost.

@Maximum-Dev @

Here is the material graph

And here is one of the layers. They’re all set up identically.

Pardon the messy graphs :stuck_out_tongue:

EDIT: I’ve since added the distance-based tessellation nodes and it has saved me a few FPS. It’s now about 60 FPS when the ground is tessellated. Would still like to shave off some more milliseconds though, if possible.

@Wilkes Prefer smaller component size. This will allow you to control LOD transition better, thus reducing the size of heightfield affected by tessellation. Beyond that, and distance-based tessellation in the material, there is not much you can optimize further. Are you using dynamic or static lighting in your scene?

Static, with Cascaded Shadow Maps. Thanks for the tip re: smaller components. I’ll try that when I get the .