UPDATE 12-07-2018:
I think I'm almost ready to push this to Epic's. The final render is done! On top of that, the current scene run at 120FPS everywhere on my side in-engine 4k with a 1080TI, with a polycount going from 500k to 2.5m and draw calls from 500 to 1.5k in-context. It seems like the optimization pass is helping a lot more than anticipated!
Some stats: When englobing the scene (which means the camera is far away and only look from a somewhat top-view, you would never have this PoV in a game without fakes), I'm sitting at ~5m poly and roughly 90FPS.
The double-sided set has 11 modules. 6 has been crafter for exterior meshes, 5 for interior. They're very similars and should only be used if you want to let players build their own bases, or when you have to implement large, uninstanciated modules in a dynamic lighting setup.
The Scaffold meshes and modules were done back from scratch. The base planks used for these used to have a lot of wasted polygons. I've redone then from the ground up and gave a good optimization pass on the ropes. Small warning: To keep consistency throughout the whole Scaffolding setup, I've had to change some pivot points. This means that when updating, you're likely to see modules that have a rather large offset. I'll have the full list when the patch goes through!
I've gone and revamped the lighting of the scene too, to give it a better feeling and better control on screen brightness when navigating.
Of course, there's a lot of bug fixes mixed in this. Floating modules in the demonstration scene, collisions that have a lot of wasted polygons, etc...
Finally, I've remade the interior walls' textures in 4k, as per requested. All the interior modules have been updated to reflect the new texture -- you should notice a lot less of artifacts!
Screenshots:





----------------------------------
UPDATE 11-29-2018:
Spoiler
----------------------
ORIGINAL POST:
----------------------
It's finally live! You can access it from the official page here: https://www.unrealengine.com/marketp...d-architecture
Here's a quick tour of the demonstration map in addition:
--------------
OLD:
Spoiler
I think I'm almost ready to push this to Epic's. The final render is done! On top of that, the current scene run at 120FPS everywhere on my side in-engine 4k with a 1080TI, with a polycount going from 500k to 2.5m and draw calls from 500 to 1.5k in-context. It seems like the optimization pass is helping a lot more than anticipated!
Some stats: When englobing the scene (which means the camera is far away and only look from a somewhat top-view, you would never have this PoV in a game without fakes), I'm sitting at ~5m poly and roughly 90FPS.
The double-sided set has 11 modules. 6 has been crafter for exterior meshes, 5 for interior. They're very similars and should only be used if you want to let players build their own bases, or when you have to implement large, uninstanciated modules in a dynamic lighting setup.
The Scaffold meshes and modules were done back from scratch. The base planks used for these used to have a lot of wasted polygons. I've redone then from the ground up and gave a good optimization pass on the ropes. Small warning: To keep consistency throughout the whole Scaffolding setup, I've had to change some pivot points. This means that when updating, you're likely to see modules that have a rather large offset. I'll have the full list when the patch goes through!
I've gone and revamped the lighting of the scene too, to give it a better feeling and better control on screen brightness when navigating.
Of course, there's a lot of bug fixes mixed in this. Floating modules in the demonstration scene, collisions that have a lot of wasted polygons, etc...
Finally, I've remade the interior walls' textures in 4k, as per requested. All the interior modules have been updated to reflect the new texture -- you should notice a lot less of artifacts!
Screenshots:





----------------------------------
UPDATE 11-29-2018:
----------------------
ORIGINAL POST:
----------------------
It's finally live! You can access it from the official page here: https://www.unrealengine.com/marketp...d-architecture
Here's a quick tour of the demonstration map in addition:
--------------
OLD:
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