I'll try to find some time to do a write-up on this once it looks a bit better. Still some parts to smooth out, and I'm afraid the final version does require engine modifications. *sad developer noises*
Hello to any graphics programmers laughing at my "optimised" 0.6ms :D
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@UnrealEngine Hits are buffered on CPU and sent to Niagara in batches (up to 64 each-frame), so you can absolutely hammer it with hits.
Takes ~0.6ms for a 1K render target on GTX 980. Next improvement is to prioritise updating within camera view, and atlas targets for different mesh sections.
A custom in-editor tool is used to bake the acceleration data from the content browser.
Specify the mesh, choose the sampling regions abnd UV set, and it packs accordingly. Even shows a preview now :)