Thanks to custom primitive data we can render a multitude of screen variations in our project with only one draw call.
We also fade the material to a generic screen, based on camera distance. Because you loose the cpd data when creating new meshes. This way it lets us bake everything to hlods without issue.
The computer screen textures are made with AI :gamedev:
#cpd #unrealengine #gamedev #vr #shaders #optimization #hlods #ai
Marked as sensitive because of flickering.
#ai #hlods #optimization #shaders #vr #gamedev #unrealengine #cpd
I'm really impressed with Unreal and the UDN team. They're working on fixing the lightmap bug you get when using GPU Lightmass together with Hierarchical LODs.
Which will help greatly with the scalability and performance on our project for the Quest 2.
That will be the third bug they're fixing in short time reported by us.
That makes them top notch i my book.
#gamedev #vr #Quest2 #hlods #gpulm #udn #unrealengine