Virtual Heightfield.
This is freaking awesome!
Iāve been watching the road map waiting for the preview! Thank you all for all your efforts! Kudos!
This is a very misinformed answer. Epicās actual response about the lack of tessellation in UE5 from the rendering AMA:
To better support that path we are right now working on some ways to more conveniently and with higher quality pre-tessellate and displace static meshes.
While some of those use cases can be well covered by Nanite or virtual heightfield terrain it is well understood the power of dynamic displacement mapping. Honestly that was on my mind since the early days of Nanite development as something I wanted to eventually support in Nanite, albeit is no easy task. Research is in progress on that now, ie proprietary Nanite tessellation and displacement mapping. The hope is to create something far superior to what HW tessellation can do. That research is WIP so I canāt really say much more about it or promise anything really (research in inherently risk taking and sometimes fails) but Iāll say I am personally very excited about it and the direction its going.
tested and failed to compile 5.0.3 project with many errors
Itās ok. We all make mistakes.
Pretty much the same as the mGPU requirements & instructions for GPU Lightmass, but you also need to set r.PathTracing.MultiGPU=1
. This doesnāt have to be in an ini, you can toggle it on and off. Also, you can skip the whole bullet point about setting r.AllowMultiGPUInEditor
, this cvar has been removed.
Where i can access Character Deformation Improvements?
Hi @Amanda.Schade, If I want to try building UE5.1 preview from source using a github fork, which branch should I use? 5.1? is there a specific commit I should use? It looks like the 5.1 branch keeps updating.
This means metahumans LODs bone removal will work as intended? Now is impossible to use them as you canāt benefit from a performance boost using the LODs.
Looks like 5.1 preview didnt ship with volumetric clouds support yet in path tracer ?
So how do i use the Character Deformation Improvements?? any info on that?
Exp Height fog is working by Enabling Reference Atmosphere in postPvolume
Was most excited about this.
They arenāt saying that they are bringing back HW tessellation, as in the inefficient type that PC people have been using for the past decade. Itās gone and is going to stay gone. Anything moving forward will be based on the nanite engine, pre or runtime tessellated.
Does groom work in VR?
Any chance the filter list revert to top side in content browser? An option would be nice.
Itās usually because of attachments, maybe you can try a small JPG instead of a PNG?