View Full Version : August 2011 Adaptive Tessellation issue
09-10-2011, 12:43 PM
With the new adaptive tessellation, because there are no options to turn down the maximum tessellation - even when I have the tessellation factor at 1,1 when I move the camera close to any tessellated object framerates drop significantly.
03-31-2012, 03:17 PM
Any news on in this?
It's really a pain in the ass not beeing able to control the tessellation level directly.
True. Previous realisation of tessellation wasn't the best, but much better and flexible then what we have now... and also tessellation in UDK is really slow.. and a lot of more issues like no appropriate fallback for DX9 hardware and so on..
04-02-2012, 06:40 PM
Yeah it's a dilemma, they've fixed the UV seam issues but also introduced that non disableable adaptive tessellation. Also surfaces appear to waft/wobbe all the time due to the constant tessellation level transition.
05-29-2012, 05:11 AM
I'm still having a huge issue with adaptive tessellation, is there any way to turn it off? There is no control to it and I only want to subdivide a mesh once, not 4 or 5 times. Help?
05-30-2012, 05:52 AM
I was having the exact same problem!
however I didnt know they had changed it to work like that... Damn having control back would be nice!
05-31-2012, 04:44 AM
I'm afraid the only way is to have access to the tessellation shaders... just exchanging the .bin files won't do the trick but who knows, perhaps it will be possible with some additional adjustments.
The bad thing is that there are so many features missing in the 07-2011 build, so this is no alternative (at least for me).
Also, did you notice that the displacement is not continous any more on meshes with a surface that is forming a circle (f.e. column or sphere)? There will be always two flat opposing sides.
06-07-2012, 05:35 PM
So no official EPIC response on this one yet? I really only wan to have a mesh be subdivided 1-2 times, which is impossible to control in the recent builds. Did Epic take away tessellation control to better ensure the UDK community doesn't create works that outshine the new Unreal Engine 4?
06-07-2012, 05:50 PM
ehm? do the TesselationFactors really don't work? last time I tried they did perfectly with a Vector2
then again any DX11-only features crash my system except doing something extra simple like tesselation on a simple diffusemap-only material
06-07-2012, 06:54 PM
No, the tessellation system has been changed significantly with the August 2011 Build. There is now a Tessellation Multiplier (float) which does affect the (screen space based) adaptive tessellation level but won't you let control the amount of subdivisions directly.
06-08-2012, 03:12 AM
oh sorry, I'm always using the latest build. last time I tried (1 or 2 releases ago) I could control the amount of subdivisions, I remember making it only subdivide to a factor a of 2
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