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Anti-tiling test. Spotting the repetition? 👀 One texture sample and 0.03 ms overhead over normal tiling texture at 1440p with my 4090. #gamedev Unreal Engine
19,788 views • 1 month ago •via X (Twitter)
19 Comments

@UnrealEngine is this cell bombing? if not, how does it compare performance wise? looks great!

@UnrealEngine The core is traditional cell bombing. Doing some tricks with the seams that seems to be working ok so far.

Here are some before/after comparisons: - -

@UnrealEngine what technique did you use?

@OverJumpRally @UnrealEngine If you zoom out is the repetition still hidden?

@UnrealEngine Usually cell bombing is pretty expensive but having seen your work I'm sure you're about to pull another cat out of a hat and tell us your method actually gives us extra fps or something

@UnrealEngine Haha thanks 😄 What makes traditional cell bombing expensive though? In this example I'm doing dithering, so no extra samples to lerp. And it's not nanite displacement but FPOM making the sand feels non-flat.

@UnrealEngine If you are using the idea of cell bombing but making your own version of that, then you are creating something much faster, I believe in you. I've used traditional cell bombing and it made the editor laggy - but honestly I didn't know there was any way to make it faster

@UnrealEngine How useful is the pocket in the middle of her back? Asking for a former operator...

@UnrealEngine Thought I noticed some as you approached the hills but I'm not even sure and I watched a few times! Nice work broham!

@UnrealEngine Only problem, sand dunes don't look like an army walked over them.

@UnrealEngine maybe its better to blend with some sand patches, looks weird so much detail together on a beach, as tile works perfect!

@UnrealEngine The character gives the terrain a scale reference, which makes the repeating sand patches much easier to judge.

@UnrealEngine TIL of cell bombing. I’d always use stochastic tiling in these situations

@UnrealEngine 🔥

@UnrealEngine Invisible to me

@UnrealEngine Nah, thats pretty good.

@UnrealEngine one sample for anti-tiling at 0.03 ms is a solid trade. is it a stochastic or a noise-based offset under the hood?

@UnrealEngine Like this?
