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Sergei Panin
Sergei Panin@PS_Leoluch·
One of the most dumb decisions I see - going low poly and making complex material layering and a lot of high res textures. Going with dense geometry is the easiest way to do high fidelity realistic content. It is not important how many polys you have if each of them are expensive to render
Yevhen Karpenko 🇺🇦@CaptainGPU

Як би це парадоксально не звучало, але 1 мільйон вершин, займає менше пам'яті ніж 4к текстура. Вершина з позицією, нормалью, UV, тангентом та vertex color = 12+8+12+16+12 = 60 байтів. Мільйон вершин ~57.22 МБ. Текстура розміром 4096 × 4096 у форматі RGBA8, це рівно 64 МБ.

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damdeuce
damdeuce@damdeuce·
@PS_Leoluch To texture a high poly asset like that well you need to do procedural blending regardless.
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Sergei Panin
Sergei Panin@PS_Leoluch·
@damdeuce Yes, but you can be smart and not be smart. Do not use an insane amount of shader logic, reduce the amount of texture samples, use vertex data etc. But when I see yolo 12 textures samples for 4 material mask blending and triplanar - saving polygons is pointless
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damdeuce
damdeuce@damdeuce·
@PS_Leoluch Yeah, it also comes down to production time though. Say you have to make a medieval city with lots of wall variation and you have to support that detail from any distance - expensive wall shaders start to make sense. High poly assets are slow to work with. So, it depends.
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Bruh
Bruh@ostromfanclub·
@damdeuce @PS_Leoluch channel packing is there for this reason. i don't know how sergei can make a statement like this tbh when it is the normal workflow for lots of games to have custom and advanced shader logic. an example is last of us part 2.
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Sergei Panin
Sergei Panin@PS_Leoluch·
But they do pretty dense meshes, use a lot of unique geometry and do pipelines which will make a lot of people very upset . And their shaders are not complicated - it is pretty smart packing and good use of tech 3 texture sample triplanar with 4 material blend is opposite of that . And that's my point
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