1. Is TAA absolutely necessary? I'm making a stylized game akin to fortnite/overwatch but I want a nice clear image. I lowered some render settings that removed the disgusting black smears/ghosting from it but is there no other forms of AA or ways to enhance the image? 2. what is the best way to approach GI? Lumen seems pretty unstable and not very performant either...are GI probes the way to go, similar to the Divisions approach? I considered baking too but I have not decided if I want destruction in the game or not which I'm pretty sure baked lighting won't play nice with. 3. Any good tutorials on creating optimized stylized environments? not just in modeling but how to set them up in UE5 as well with LODs and culling?
>>1015943>>1011039>This is a 3D board, not a programming board
>>1015956optimized stylized environment modeling IS 3D, chud
>>1015956>This is a 3D board, not a programming boaand yet we have a houdini general. fact of the matter is that the two are closely intertwined and there's nowhere else to go when you want to talk about shaders for example
When someone say: its made with unreal, if its look good its probably made with a highly modified version of unreal.https://www.youtube.com/watch?v=Ls4QS3F8rJU> TAA absolutely necessaryYes
>>1015943 (me)I turned off anti aliasing, the unreal engine clouds, and raised the internal resolution to 120% with 2x MSAA everything still looks fine/better I'm not sure what the big deal was when people said the engine needs TAA.Anyways is there any solution that mimics The Divisions lighting? I don't want to use Lumen for Global Illumination. The division uses "radiance transfer probes" for real time GI and it looks great for a 2015 game. Does UE5 have anything similar? I'm worried Baked Lighting will bloat my game so a real time solution is preferable.
>>1015943>Is TAA absolutely necessary?There are other AA methods, it's the most popular and documented engine on earth, you can look them up. Since you're a TAA hater I assume you already know which features rely on it (hair shaders, vegetation, dithering for fading objects). There's nothing core to the rendering that shouldn't work with other AA methods.>What is the best way to approach GI?Lumen, baked lightmaps, or no GI (fake it with lights if you need). I've never seen anything ship in UE5 besides those methods. Baked lightmaps will give you massive performance gains but will be a lot slower to work with. Since you're one of these retarded pixel autists you'll probably hate Lumen cause it has tons of ghosting and artifacts.>Any good tutorials on creating optimized stylized environments?Go on Youtube, Artstation, Gumroad, and Google. Look up "stylized environment tutorial", and pick things that look good. That's it. Stylized environments are stylized environments. It's not in UE5? Doesn't matter, look up a UE5 tutorial if you need one. It's not in your modeling software? Doesn't matter, it's an art tutorial, you can follow along in your soft.Learn things one at a time. If you wanna learn how LODs and culling work in Unreal, look it up on Youtube. It doesn't need to be a "LOD tutorial for stylized environments", just look up LODs. (PS: Nanite is honestly good for most games, don't listen to Threat Interactive, he's one of these podcasters that speaks out of his ass half the time and only cares about making outrageous claims to get attention.)(PPS: Don't worry too much about optimization and performance early, it'll slow you down a lot for no reason.)
>>1016548Hello schizo>>1015956You're a fucking retard