Hi Tom, I’ve been working on a very similar project trying to get come as close to a Vray render as possible. It’s funny because I’m fairly familiar with a lot of the assets that you’ve used in your scene. A lot of those cgaxis models don’t have the best topology in the world. Infact, I spent a fair amount of time working on building proper UV’s and optimizing… while trying to do a little of that process as possible to try and gauge what that pipeline is and how long it would actually take in a repeatable fashion. What I’m really curious about, is with such high-poly models what kind of hit does one end up taking with lighting over so many polygons. I’ve got a fairly complex scene and for the most part I’m still rocking a solid 120 fps on my home machine, but as soon as I started working in decent foliage using Speedtree I started experiencing fps drop to around 60-70, which isn’t going to work as well as I’ll hope when I start trying to run this on my DK2 as soon as it arrives.
I haven’t spent a ton of time on learning the in’s and out’s of optimizing the scene to the T, other than general knowledge. I guess I’m just curious if anyone has found that wall in what geometry is too much, when and where to throttle the detail. I’m not really looking to target low-end systems myself, I consider a target system situation. But as you know, it’s not exactly a walk in the park to get a lot of models that work for pre-rendered archvis ready to light properly in Unreal.
Great work!