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over 5 years ago - /u/trainfender - Direct link

oh shi.. i thought its some hacker-shader-remove-the-grass thing at first :) great work!

over 5 years ago - /u/trainfender - Direct link

Originally posted by alks85

Dear Nikita, I think you need some rest/vacation :D

no, im good thanks :)

over 5 years ago - /u/trainfender - Direct link

Originally posted by Guylussac

Uhmmmm. Hey Nikita didn't you remove the grass in the first place for optimization. I remember 2 years ago grass is more like grass :D And grass in the alpha trailers were epic. We really need visuals like that.

grass will be redone. different shaders, different textures

over 5 years ago - /u/trainfender - Direct link

Originally posted by delVhar

Have you looked into using high density low poly models of individual grass blades rather than alpha masked planes?

I messed around with it a little in UE4 as a way of cutting down overdraw, and it worked pretty well (and looked pretty good imho), but I don't know if overdraw is the main thing causing issues in Tarkov, or how Unity's batching would stack up

in unity its still a polygon. grass instance i mean. the most "light" interpretation cause it batches and save drawcalls

over 5 years ago - /u/trainfender - Direct link

Originally posted by EscapeFromDankov

When Nik is speaking english but you still have no idea what he means... too smart for me lmfao

sorry)

over 5 years ago - /u/trainfender - Direct link

Originally posted by EscapeFromDankov

Your English was good I was just saying that your talking about stuff I dont understand at all.

yeah.. its hard to explain everything so i decided to bring in the terms