Announcement

Collapse
No announcement yet.

Unreal Engine Livestream - Virtual Texturing - September 19 - Live from HQ

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

    [LIVESTREAM] Unreal Engine Livestream - Virtual Texturing - September 19 - Live from HQ

    Click image for larger version  Name:	190919_Livestream_YT.jpg Views:	1 Size:	460.3 KB ID:	1667041


    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

    WHERE
    Twitch
    Youtube

    RESOURCES
    Runtime Virtual Texturing Documentation

    WHO
    Ben Ingram, Graphics Programmer
    Jeremy Moore, Graphics Programmer
    Victor Brodin - Community Manager - @victor1erp

    ARCHIVE
    Last edited by VictorLerp; 09-23-2019, 03:20 PM.

    #2
    VictorLerp

    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) ?

    Thanks beforehand
    Last edited by motorsep; 09-18-2019, 04:20 PM.

    Comment


      #3
      Ok, I will be watching.

      Comment


        #4
        I guess there was no time to ask my questions on the stream

        Comment


          #5
          VictorLerp

          In the stream you mentioned that there was an outline/PDF of the stream(s). Where can those be found?

          Comment


            #6
            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.

            Comment


              #7
              ok tentando fazer funcionar

              Comment


                #8
                I missed that

                Comment

                Working...
                X