So i’m looking into optimizing some quixel foliage. I’m trying to decide whether to just not use the opacity maps at all to avoid overdraw but i’m thinking maybe dithering could be a different solution? I can’t find anything about this on google so that’s why i’m asking here.
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Hi Dedlus,
I was curious about this too so I just ran a few tests - it seems that the quixel foliage (I didn’t try trees) is quite tight, with very little masked out bits in their meshes - I didn’t see more than normal variation in the frame rates between normal, dithered and turning the whole material to opaque…
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Alrighty cool. Thanks for letting me know
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