|Daniel Westlund wrote:
Thanks! And looking forward to your next release!
Yesterday I have won a battle for rendering speed of compressed displacement. The approach was based on pre-tesselation like Arnold, Redshift (not like Octane) because we need to support any kind of combinations of shaders and uv. It was all good, but after all adaptive polygon reductions the poly counts for high quality were still pretty high. And then all of this data was compressed very much. However, render speed dropped 30-50% compared to non-compression. For some weeks there were many attempts to fix that and it's fixed now! No speed lost
Now it tesselates quickly, memory is very efficient and renders fast. Now need to fix small things, and this can be done much quicker.