MegaLights feedback thread

I understand what you suggest, but at that point getting individual nanite pieces like they proposed originally “lumen in the land of nanite” is probably better since you have more artistic control. But creating dozens of high poly objects and importing them is super slow and very heavy on disk, not only in the the engine but out of it, storing gbs and gbs of highpoly fbx and zbrush files… Tesselation let’s you create more simple assets, less disk space and still have models that look high poly enough, with the poly displacement matching the rest of textures, and of course the benefit in ressolution of tiled textures. Processing individually all tesselated objects is a bit against the timesaving workflow of tesselation.
I am talking from a cinematic perspective, I am more into cinematic development than actual optimized realtime development. Tesselation displacement is the most similar tech to displacement in offline renderers, but I see that all the stuff that has been built with nanite is being less and less compatible with the new lighting tech, and the solutions like screen traced shadows are better than nothing, but the visual artifacts created in a moving camera on anything that is strongly enough tesselated are quite obvious. That is why I wonder if this is something that will be considered in the future or if we are getting further and further away from original nanite plans.

I would love if self shadow would just use VSM instead, the shadows are stable, even if most costly. But of course I don’t want to select VSM in megalight shadows because the full scene will look worse just to fix tesselation self shadow. Is there a way to just change screen trace shadows for vsm without changing the rest of the raytraced cast shadows?
Thanks for the suggestion anyway, I just hope I don’t need to resort to that, it is hundreds of hours on the long run.