Tesselation needs to come back, desperately

There’s a UE 5.1 branch now on github it looks like as well. :slight_smile: I’ll compile it this afternoon and see what we’ve got, but last time I built the main branch WPO worked for static meshes but not landscapes…which is a step in the right direction but still leaves a gap in feature parity from UE4. They have confirmed in the AMA though that they are working on some form of proprietary nanite tessellation, which is exciting - but I don’t think it will make an appearance in 5.1 unless it’s been added in the past few weeks since I last compiled from source

EDIT: I did compile the 5.1 build last night and it seems…ok. The shadows on nanite WPO are not currently working correctly (expected, given it’s not released yet) so although Nanite does work with displacement the shadows are bad enough that I’d currently avoid using it until those issues are resolved (hopefully in full release they will be). Example below.

It looks like nanite landscape is also sort-of in but the minimum tri size seems capped at pretty large for some reason, and it’s also not working well with WPO (also rebuilding nanite data on a landscape from 5.0.3 crashes the engine so I was not able to test how it works on existing landscapes…would be pretty disappointing if you were not able to use existing projects without rebuilding the entire landscape from scratch). If they are able to make this work though then that would be an ideal solution for landscape displacement.

The 60FPS target on consoles with Lumen (from the roadmap https://portal.productboard.com/epicgames/1-unreal-engine-public-roadmap/c/845-lumen-improvements) also seems pretty far off (I peaked at 50FPS on a 2070 but regular drops to 30-40 range), unless they meant 60FPS on a blank level :'D

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