WHAT
With 4.23 we released Virtual Texturing which can reduce texture memory overhead and increase performance when using very large textures. Ben Ingram will cover import workflow, virtual textures in materials including UDIM virtual textures, and how implementation relate to performance overhead. Jeremy Moore will show how to set up a level to use runtime virtual textures and discuss some of the performance and memory trade-offs when using them. We’ll also touch on what’s coming in future updates.
WHEN
Thursday, September 19 @ 2:00PM ET - Countdown
Do you think you guys can go over specifics of using VT in PC VR to achieve great visuals with lower performance penalty ?
Also wondering about using VTs on Landscape terrains vs on mesh-based terrains (conveniently pre-chopped into chunks for performance reasons), if it’s even possible to use VTs in 4.23 on modular (or not) static/skeletal meshes.
P.S. Oh yeah - when is VT coming to mobile (Oculus Go/Oculus Quest) ? :o
Very cool feature and stream. I would also be interested to know also if the procedural stuff could ever work on skeletal meshes at some point in the future. It could help bake in a bunch of heavily blended materials like you see on things like the paragon character assets. I know there is a tool for doing it offline, but if you could do it at runtime like the stuff shown on the stream for landscapes, you could do things like user-selected color changes, increasing/decreasing wear levels, damage decals in specific locations, etc., all with the same kind of low shader cost.
How can I use this with World Composition, where a landscape is made up of many different streamed landscapes? I’ve tried, but only the first landscape renders correctly. I’ve tried using separate RVT assets for each sub-level, and each sub-level with it’s own RVT Volume, but it didn’t seem to work. Is it possible to use the two together? Thanks.
EDIT:
Figured out my RVT problems: each landscape had to have a reference to its own separate instance material – which references the RVT asset, also separate RVT volume and RVT asset per streamed level.