U Lighting Setups

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