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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

Paimon's profile picture
Paimon1 month ago

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

Tore Lervik's profile picture
Tore Lervik1 month ago

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

Tore Lervik's profile picture
Tore Lervik1 month ago

Here are some before/after comparisons: - -

brock's profile picture
brock1 month ago

@UnrealEngine what technique did you use?

Game Dev's profile picture
Game Dev1 month ago

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

Freddy's profile picture
Freddy1 month ago

@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

Tore Lervik's profile picture
Tore Lervik1 month ago

@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.

Freddy's profile picture
Freddy1 month ago

@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

Patrick L Riley ᐰ's profile picture
Patrick L Riley ᐰ1 month ago

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

ArtFX.sol's profile picture
ArtFX.sol1 month ago

@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!

Tarmo 🌻🌻🌻's profile picture
Tarmo 🌻🌻🌻1 month ago

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

Nicolas Guastella's profile picture
Nicolas Guastella1 month ago

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

1Broom's profile picture
1Broom1 month ago

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

🔧Tech Priest Orion🔧's profile picture
🔧Tech Priest Orion🔧1 month ago

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

JASPER's profile picture
JASPER1 month ago

@UnrealEngine 🔥

Karim Joseph's profile picture
Karim Joseph1 month ago

@UnrealEngine Invisible to me

Victor's profile picture
Victor1 month ago

@UnrealEngine Nah, thats pretty good.

anish's profile picture
anish1 month ago

@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?

Max's profile picture
Max1 month ago

@UnrealEngine Like this?

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