Thanks for the video, It was very interesting, very useful future!
Now I have a question, would be possible to do the inverted engineering option for cinematics ? Here is what I mean, If this tool was made to bake actor and make it easier later for the machine run, giving the game a speed boost, could you make the opposite to bake one single high resolution object or group of object so it does not pop when rendering cinematic on sequencer?
See the example below(rock):
Lets say that I select the rock element on the video and make it a baked version of it, so when my camera is moving it does not change the LODs.(I changed the distance of LODs on the rock but the engine still stream it as lower resolution when the camera moves away.)
Even were to go for Dinner and came back later, would be great to see just one Rock streaming on the render.
I’m taking a few month off from vfx to research about real time rendering for cinematics and the biggest issue of it is this streaming popping when the camera moves forward or backward.
I was checking the best UE4 cinematics and they avoid this kind of movements, you can even see it on the kite demo when the camera move forward with the kite at the middle of the video.
Time 1:02 - 1:13
The kite demo was made with the best resources at the time I would guess, and we can still see a bit of the popping, for someone that is just staring on unreal like me it seem a hard problem to fix.
Any thoughts about it?
By the way UE4 and your team are super awesome! It is fun watching you guys talking! 8)