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2:20 for the impatient. This really is a huge deal. For gamers: Unreal 5.0 removed the awkward transitions between low and high poly assets, but removing the
by nailer 4y ago
2:20 for the impatient.
This really is a huge deal.
For gamers: Unreal 5.0 removed the awkward transitions between low and high poly assets, but removing the need for low and high poly assets (called Levels of Detail or 'LOD' s) at all. The engine just works out how many polys are necessary.
But 5.0 didn't do this for foliage - so trees and shrubs and forests look crappy when you zoom out.
5.1 does this for foliage.
So you can now...
See the forest from the trees.
(sunglasses emoji)
- morjom 4y agoYou could say you, nailed it, nailer. I saw this video on my youtube recommended and man am I glad they're figuring out how to phase out billboarding. One of my pet peeves in video games is pop-in and billboarding of far objects.
- nailer 4y ago> One of my pet peeves in video games is pop-in and billboarding of far objects. Yep pop-in within natural environments is one of the last big immersion breakers. Fly or climb to what should be a majestic view and suddenly fake-looking trees spoil everything.
- Aardwolf 4y agoThat's one of them for me. A few others are: -visible banding, especially in skies, in some games, which is very possible even with 24 bit color in this types of gradients, sometimes the monitor itself can cause it too. Dithering should fix this (24-bit color dithering should be almost unnoticeable), since banding looks so ugly this would be a great fix. -textures that repeat themselves. Even in some modern games like Cyberpunk 2077, you'll e.g. see a repeated pattern of reflective rain water on road surfaces. Imho, have 2-4 varitions of the same texture and use a pseudorandom pattern to tile them, that completely eliminates this. Even if it's 4x lower resolution to have 4 variations in the same amount of memory it'd look better. -round things (barrels, round tables, a goblet, ...) that look like a blocky polygon instead of a circle, in games with otherwise incredible amounts of details. Either use more triangles, or, I wish these were a thing, quadratic surfaces. In games that are low detail in general this matters less, in those it fits the style. Fix those things, and several immersion breakers would be gone!
- Animats 4y ago> textures that repeat themselves. Use this one weird trick to fix that.[1] The theory: [2] This can be done in the GPU, so you only need one copy of the repeating texture in VRAM. It's good for semi-random patterns such as dirt, gravel, water, grass, asphalt, forest floors, etc. Not good for regular patterns such as bricks and tiles. [1] https://user-images.githubusercontent.com/20206840/174149327-fd6bbf22-9299-49f9-8f96-c043d90fdde4.mp4 https://user-images.githubusercontent.com/20206840/174149327... [2] https://jcgt.org/published/0011/03/05/ https://jcgt.org/published/0011/03/05/
- MegaDeKay 4y agoNext timestamp that jumped out at me as around 3:45. The camera pans around within the forest showing that all the leaves are also now translucent, with the result that shadows suddenly become more accurate. Wow.