Tesselation needs to come back, desperately

Unreal has its own water surface now that handles distance based tessellation

Great, I did find those tools and they seems to be pretty nice, even if they are hidden behind a plugin that is not enabled by default. Still, why is that distance based tesselation not a feature in materials? Do we have to program a solution by ourselves now? It also seems, again, highly counterintuitive. That nifty looking WaterFluidSimTest map? I cannot seem to change the mesh. Admittedly though, the other water assets seem pretty promising.

Don’t use nanite for those? You can mix nanite meshes and non-nanite meshes in the same scene.

That is literally not solving any of the entire issue I mention. This does not solve the lack of ability to subdivide a mesh on the fly. I now have to bring out the Unreal tools, or go back to the 3D software, export a high polygon mesh, put it into the game. It also doesn’t solve the fact that I will have to deal with this high polygon mesh eating up performance whenever it’s visible. You know, issues I didn’t use to have when I could actually use tesselation. And sure, tesselation is not without its performance issues either, but I would rather have the choice, especially if Nanite doesn’t even support WPO animation to begin with.

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