Hello,
I was just wondering if there is either any plans for tessellation with RTX, or what’s coming in the future which will replace this? We can’t have tons of high-poly meshes unless we’re getting something like Nanite (which I’m not expecting), so how should we / will we have good displacement in the future?
Thanks!,
Dale
DXR modes don’t typically include high cost processing like Tessellation and subsurface scattering, I can imagine a large fundamental change would have to occur for these things to become able and performant.
AFAIK UE doesn’t support raytraced shadows from tessellations amongst other tidbits, so it’s unlikely an exclusive problem to unity. More so a global edge challenge for graphics engineering in general.
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