Because it has been used for years in UE4 games and there’s actualy no other vertex displacement solution. Obviously, those games doesn’t have 90% of GPU time used by shadowing because of tessellation, so I’m guessing I’m doing something wrong.
Because it has been used for years in UE4 games and there’s actualy no other vertex displacement solution. Obviously, those games doesn’t have 90% of GPU time used by shadowing because of tessellation, so I’m guessing I’m doing something wrong.