I never see the point in textures beyond 2k. I personally don’t see much of an increase and the data size on disk goes up fast.
For landscape? You loose performance when above 1k.
Google for the Intel ue4 optimization docks.
They have a good writeup with comparison chart on performance you get on a landscape with different texture sizes.
Again, this is because the underlying system blows.
A mesh can handle an 8k and a 1k texture alike with just about the same performance even when you vertex paint, displace and do super insane stuff with it…
I think it would be worth checking into using the procedural mesh system to generate landscape actually. And/or use Houdini and import meshes… now that is apparently free…
Did not realize that. I noticed tho when i was in udk to do tests with 512x512 up to 4k or 8k textures, i thought that the look was not much better with 4k or 8k textures then using the 1024x1024 textures. Just a 20 fps performance drop and doubled texture memory usage.
It seems no matter what i try, as soon as i hook up to a virtual texture it kills my tessellation bumps. Has me stumped at the moment, running out of ideas.
I’m in the same boat
Is caused by having the usage box use with virtual heightfield mesh was checked. Uncheckedthat and that error went away. Still no success at getting virtual to work with tessellation enabled.
@3dev very interesting video, If we can use the landscape to do this with. I’m going to try it if it will work. what do you guy think is this possible to do in unreal4?
From a game dev perspective there’s some issues with the base - granted it’s like that mostly because of the wire-frame.
As you get further from the camera, the density of the wire-frame should not get more dense.
It’s a culling thing. It should only render what is actually on screen.
In ue4 landscape that’s done via LODs - which still render the whole part you don’t see anyway, but have less dense geometry.
Doing it properly in a procedural fashion, since you have to build each tris, I would test the camera dot normal of the tris and simply not draw it until it is actually visible.
Easier said than done.
Waiting to see if ue5 does just do this with meshes…