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Anonymous No. 849705

So now that UE5 can handle coomillions amounts of polys, do you think we'll be able to finally tessellate the shit outta materials and gain maximum micro details?

Anonymous No. 849706

>>849705
no the idea is that nanite replaced tesselation

Anonymous No. 849707

>>849706

how so?

Anonymous No. 849715

>>849707
do you think subdividing millions of triangles on the GPU every frame is free?

Anonymous No. 849717

>>849715

So then what's the difference if you take your hightmap and tessellate in say blender then export the mesh to UE. Isn't tessellation "baked" in engine.

Anonymous No. 849728

>>849717
did you not even read the post you just replied to

I'm gonna suggest you both google nanite AND tesselation and while you're at it delete this thread.

Anonymous No. 849762

>>849706
nanite replaced LOD's nigga. and pop in.

Anonymous No. 849766

>>849762
and proper optimization too
prepare for hundreds of asset flip games where the "developers" couldn't be bothered to clean up their shitty scan assets

Anonymous No. 849783

>>849766
>floating geometry flickers as you approach the object and the surface becomes wobbly upon closer inspection
Will this become a trademark of cheap games along with shitty asset flips?

Anonymous No. 849785

>>849762
https://forums.unrealengine.com/t/tessellation-deprecated/154558

Anonymous No. 849786

>>849783
It'll be more like "hey, I know this rock, I've seen it in 5 other games"
Nanite does precisely NOTHING for hand crafted models with the exception of non-animated sculpts.

Anonymous No. 849796

I want to correct the stupidity in this thread, but it's better if you guys stew in your own shit while other people get ahead.

Anonymous No. 849801

>>849796
t. too stupid to understand the benefits and drawbacks of new tech

Anonymous No. 849825

>gain maximum micro details
Lol like they even matter, the irony is that the more realistic you try to make it the more "cartoonish" it looks

Anonymous No. 849864

>>849705
Only on static objects. There will be a dip in the amount of environment interactivity in games.