Obsidian:
Mesh
Use High Precision Tangent Basis
Use High Precision uv
Distance field
0 inside. staic object and avoid v huge meshes
- DFAO Distance field
- Soft Shadow rayytraced for far
Acces in material slot
Optimisation: 8 bit (halfmemory) / compress: les mem but hitches on sream decomp
Radious
Distance
Power
Bias
`r.AOListMeshDistanceFields` - check memory
`ShowFlag.VisualizeGlobalDistanceField`
`ShowFlag.VisualizeDistanceFieldAO`
Nanite
new format of representing datat. (less data) with custom rasterizer (multiview)
- no need of lod’s
- store everything as image so mipmap automated
- mesh stored in clusters
- classic pipeline is skiped
ograniczenia
- only uv0
- no morphs and wpo no splines
- no custom depth , vertex paint (on instances only import)
- transform only general matrix
- no custom uvs
- only solid
hardwar / software rasterisation «< check one for small another for big near trix
- instances for cpu - less actors
- hlod - racze dl dlow end hardware not to much polys
-
disk size can be big
- keep max (fix fn rasterisation) FFR
- WPO disable
- opaque mat
overdraw
- overlaping geo -closely stack togh geo
- paint mat ?
minimize bins