Vox 2.0 ... Reall Guys?

Really Guys? Why do they seem to be posting an incomplete product? I tried out Vox 2 with UE5.7

Ouch Vox2.08 is still incomplete and not fully usable. Although it works with 5.7 very well Vox2 isn’t complete.

I also noticed it’s still reliant on UE’s PCG and such which are bulky at best to build a PCG to cover a Vox landscape and not take a million years for the computer to respond I had to break down the PCG to a 5000x5000 and make multiple copies to cover the entire
Vox landscape… Ouchy yet compared to VoxPro1.2 using the voxel Procedural I can populate the entire vox landscape (which is greater than that tiny amount of landscape that UE can make).

I had to dump the Vox2 and go back to VoxPro1.2

My biggest question is why UE isn’t pushing these guys to get the Vox systems up to par. It is a very great asset for UE.

Vox2 likes: I can build a more realistic random generation of landscape contours using the graphs

Vox2 dislikes: Stamps instead of landscape ugh!

What I would like is to be able to create a voxel object that DOESN’T have to be connected to a fricken Voxel landscape or UE Landscape. For instance, making Space scene and spawning an asteroid or a Fantasy Scene spawning a Floating island or say a castle during runtime. I tried Vox2 to spawn but only will spawn if I place it to the graph (currently the tools for runtime interaction isn’t available yet… Grrr)

So, What is your input on Voxel?

Ok one thing I found using UE5.7.1 and Voxel 2.0 is that the spawn on void is not fully functioning. by default, it is enabled and kind of works for the spawn object in additive mode however in subtractive mode the character can’t move near it almost like the collision is on. once you turn off the void the spawn object in subtractive mode works so if you use the tunnel stamp in subtractive mode it will work.

another thing, using the PCG (Memory Hog!) make them small and then duplicate the PCG multiple times to cover your stamp landscape. if you try to use a single LARGE PCG your system may take some time to respond and will lag when you use the PIE. Why because the PCG system is a memory hog and doesn’t respond to culling very well. So, I found when testing the PCGs is that the PCG will cull but the contents inside the PCG doesn’t. By making multiple small PCGs the system/game will load up quicker and run smoother.

Test station: i7-7700k, 64GB DDR4, Evo960SSD, intel ARC A770 16GB GPU, Win 11, AsRock B260M Pro4

Why? Because I target building for the End User not just for my personal system. So, I know when I publish an app or game, I know the Minimum range of systems that my market will have.