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Rendering Millions of Grass Blades Using UE and Niagara - Radosław Paszkowski || Pixel Ant Games || 

Game Industry Conference
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For a long time, mesh cards were standard for rendering grass in games - but it looks flat and artificial. So single-mesh-per-blade technique came to the rescue. It was used in games such as "Ghost of Tsushima" and "Zelda: Breath of the Wild" - and you have to admit: the grass there looks fantastic. During this talk, he will guide you through implementing this approach using Unreal Engine and Niagara. You'll be able to see how usage of this technique allows for creating stunningly looking grass fields with wind and character interaction while rendering millions of grass blades per frame.
Talk recorded at Game Industry Conference 2022!
#GameIndustryConference #Rendering #Graphics
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30 сен 2024

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Комментарии : 4   
@asifahsansabbir
@asifahsansabbir 3 месяца назад
2 million grass and I'm on 20fps right now 😢
@torgath5088
@torgath5088 Год назад
Super cool! Links resources would have been really appreciated!
@fran.fndz.techart
@fran.fndz.techart 4 месяца назад
If u just delete Niagara and spawn the grass as instance groups in a grid , that way it will be more performance as niagara have initial cpu cost . I profile this technique and ism group (no hism) and the ism was 1-2 ms faster with more instances (4x more)than niagara gpu .
@TheNetwork
@TheNetwork 5 месяцев назад
daamn id really like to see the entire project this looks cool
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