How to Improve Tessellation Quality?
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by Koenker-Master
8 hours ago

What a shame EA! Fuck off, i go to steam :-)

by serkan_buldan@yahoo.com
10 hours ago

Since you are open to discussion and critics i would suggest you to use less aggressive language when you are on the internet. I would try something like, "Hey Cem, this is great material and thanks for the article. As far as i know from 80lvl Facebook group you can improve the performance or you may consider dropping the price. Keep up the good job." It doesn't have to be the same words but this kind of attitude would lead to a softer conversation because your intention will be clear.

by cemtezcan@gmail.com
12 hours ago

@derjyn@gmail.com Is there any link or video for the cheaper solutions that you mentioned before? Please share them. I haven't seen any cheaper, faster, HD, loopable and adjustable "normal map" flipbook video that you said in your first post. I would be happy to compare the results in realism.

How to Improve Tessellation Quality?
19 June, 2017
News

Ruslan Nazirov, a 24-year-old developer with solid experience in programming, shared a nice tip for UE4 users, who are trying to deal with tesselation problems. 

This tip might be useful for those people, who tries to achieve the best possible quality of their in-engine static renders. Big values of tesselation multiplier are not suitable for real-time games at this moment and I recommend to use parallax occlusion mapping instead.

Default tessellation multiplier in UE4 locked to the value of 15, which mean that by default tessellation quality is limited. You can change this behavior by modifying shader code.

Just do the following.

Open: Epic Games\UE_4.X\Engine\Shaders\PNTriangles.usf

Find and change [maxtessfactor(15)] to [maxtessfactor(50)]

and CompositeTessellationFactors = clamp( CompositeTessellationFactors, 1, 15 ); to CompositeTessellationFactors = clamp( CompositeTessellationFactors, 1, 50 );

Optionally do the same for Epic Games\UE_4.X\Engine\Shaders\FlatTessellation.usf if you’re using flat tesselation instead of PN Triangles.

Keep in mind, that it will require recompiling all shaders after the first launch, so be patient. Also, you need to do this trick each time when you’re updating your engine to the new version.

And here’s the comparison:

Without tessellation:

Tessellation multiplier = 15

Tessellation multiplier = 50

Ruslan Nazirov, 3D Artist

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callumblackall@gmail.com
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callumblackall@gmail.com

Whilst the quality of the result will begin having diminishing returns how so does the performance diminish over the scale?

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