Hello,
I am looking for some advice regarding performance and best practices for rendering dense grass using the PCG framework.
Our Setup: Right now, we are using a modified version of the PCG GPU Grass Template. Because our current grass setup lacks wind simulation, our foliage artist has created new grass assets rigged with bones (Skeletal Meshes) so they can be animated to move with the wind. He would like us to integrate these into our dense grass setup.
My Questions:
- Is it recommended to use Instanced Skinned Meshes for dense ground cover like grass?
- What is the performance overhead of instancing thousands of bone-driven meshes via PCG compared to using the traditional approach (Static Meshes spawned on the GPU using World Position Offset for wind)?
We want to make sure we understand the performance implications before committing to this workflow. Any insights or recommendations would be greatly appreciated!
Thank you
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