After a little experimentation.. proof of concept for form-fitting vehicle shields. Incredibly cheap even with 100+ vehicles, 64+ impacts each. Each shield utilizes a 1x64 16-bit HDR texture (~4kb) - super fast!
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From what I can see the branch shouldn't be divergent so you shouldn't see (much) overhead from the loop itself. You should probably replace the loopbody with distance squared (dot vector with itself) and then sqrt() if you need to after the loop or work with distsqr
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Yeah that's one of my first steps for that. I'd love to get rid of the loop entirely and have more in-editor control over the final visualization but I think I'll just have to suck it up for this.
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Yeah I know the feeling, sometimes you gotta wrestle with the engine a bit.. If there's not a lot of loops then I don't think it'll be a problem unless you want it *super* optimised. Biggest cost here is probably writing to the LUT.
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Wydaje się, że ładowanie zajmuje dużo czasu.
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Could be something unforseen though so I'd check in renderdoc