10| Release v.1.0 | Unreal Engine 4.26 | about 2 months ago
Looks really good, especially the WPO that "melts" the meshes along the terrain, really cool stuff.
But the framerate makes this literally unusable for my project. After removing tessellation in the material and doing other various tests, when I'm pointing the camera directly at the ground the FPS hits 100-110. Looking at the sky, 300+. This is really not normal.
When Assigning a different material (350+ instructions) to the terrain the framerate sky-rockets back to 300+. I have no idea why that is, I figured RVT was supposed to be optimized. So I can't tell if it's the way the materials are set up or Epic's RVT.
EDIT: After using "stat virtualtexturing" I can see the cost for the RVT is ~7 MS total, which is massive. Any ideas?