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on vegetation and rendering distance
Liniker
Member, Alpha One, Alpha Two, Early Alpha Two
So, one issue I saw people complaining about before, and I do agree with it, is that the render distance seems to be too small for foliage and shadows, maybe this was done due to performance
Now with this new unreal engine 5.1 update, I believe this will put that concern to rest! this video explains it nicely
https://youtu.be/FUGqzE6Je5c
I wonder how hard would it be to upgrade for the 5.1 version or how much of a delay that would cause, but it sure seems worth it!
Now with this new unreal engine 5.1 update, I believe this will put that concern to rest! this video explains it nicely
https://youtu.be/FUGqzE6Je5c
I wonder how hard would it be to upgrade for the 5.1 version or how much of a delay that would cause, but it sure seems worth it!
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Comments
I don't think it's a problem, probably this is configuration related for better performance maybe?
Maybe all the LOD levels are not done yet, so it just disapears when it's over there?
Well, it's something related to it
From my understanding, that's what UE 5.1 brings to the table, replacing LODs with nanite getting a boost in performance + visual fidelity
It seems like a no-brainer to upgrade because they both gain performance and visual quality at the same time. And it sounds like it's less work too. Although I am sure converting the existing foliage to nanite might take some time? Maybe that's easy too, and the engine has built in conversion tools.
Back when they used UE4 they kept updating as the new versions were released. I am 99.9999% sure they'll keep doing that here as well. Especially for stuff that only makes things better.
Aren't we all sinners?
It's not hard to update. 5.1 is an improvement to foliage. Nanites use to be just for static objects like rocks and didn't work that great on movable objects like bushes. If they can get the results they want then they just need to remove the other LODs and keep the usable assets. That alone could take a little time just to scrub through everything and make sure you don't miss anything but being well organized, as I'm willing to bet they are, will make it much easier. Then you have to make sure everything is running right, bug fixes, and check many things over and over for optimization.
This wont be a step backwards. Maybe a little time spent now but if they iron it out now then it will set them up for the future and massive time savings.
The other thing it improves is the lighting. Should make the world look just a little better. And any clean up you can do for lighting is always a good thing as lighting loves to kill your fps. Think games with a lot of spell effects and a sudden plunge in fps. The lighting improvements could have a bigger impact in performance.
If you haven't tried UE5 and you have any interest in this stuff you should. It's free, easy to get the basics down and with monthly free programs you can make all sorts of strange stuff.
Unreal Engine 5.1 - now 88million km for recommended environments....just a small leap.
Yeah, that 2.5x increase in size for Ashes seems small in comparison
Would love to see dense forests using foliage nanite. Been doing alot of nature walks lately though rain forests and it would be awesome to see an mmo reach similar levels of fidelity.
Epic really did a slam-dunk with UE5 in general it seems.
UE5.1 is a game changer for foliage.
Removing some LOD will reduce some time in foliage work.
For sure AoC could benefit a lot from Unreal 5.1
Let's all vote for such question for next livestreams Q&A