This pertains so I’ll resurrect a 4 year old topic…
Has anyone tested large mesh morph performance out?
I’m curious to know if it’s more or less performant then dynamic tessellation.
Tessellation happens GPU side.
Morph targets hopefully do not (or it would defeat my purpose, but it’s worth a try).
Let’s assume a landscape lod0 tile of vertices being affected by the morph.
I’ll probably test this out tomorrow …
if you guys remember the Cave game, I’m thinking it would be possible to throw 20 or so morph targets on the same mesh, and make an endless runner with procedural randomness (as you can randomly offset the morphs between 0/1.
as an added bonus you can literally bring the ceiling down onto the player in real time…
Ofc. That’s assuming complex collision with the mesh just works and that it doesn’t just kill the performance to have a few thousand vertices affected real time…