![ps4 opengl 4.3 ps4 opengl 4.3](https://docs.unrealengine.com/4.27/Images/WhatsNew/Builds/ReleaseNotes/4_24/image_28.png)
Supporting GI, Reflection probes, ambient lighting, lightmaps.With opaque, transparent and cutout rendering modes.All possible features that can somehow effect rendering are disabled. No skybox, GI, image effects or other run-time scripts.
![ps4 opengl 4.3 ps4 opengl 4.3](https://bluestacksdownloads.com/wp-content/uploads/2020/02/Best-PS3-and-PS4-Emulators.jpg)
Test scene contains only opaque meshes, one directional light without shadow cast, camera in Forward Rendering. Geometry Shaders support is required, check your device before purchasing with this test shaders.Ĭompatible with Wireframe shader for achieving better paper-craft effect. This is shader! Do not confuse with mesh decimation tool. No limit on complex meshes (e.g Terrain, SpeedTree).Supports all mesh features, including Blendshapes.No CPU time wasting on mesh conversion and Normal/Tangent re-calculation.No increased memory because of mesh on HDD and GPU.Compressed texture with 256 resolution is pretty enough. Even effect is calculated from texture - no need to have them in HD resolution.Just use different material with desired texture. No need to duplicate meshes for various color styles.Better mesh batching → Less draw calls → Faster rendering.Important - vertex count is not increased.No mesh converting - just apply shader to any mesh and it will be rendered in 'low poly' and 'flat-shaded' style.All "texture to vertex color" calculations are done inside shader and final effect is 100% the same as from converted meshes, but has much more advantages: Yes, they really are not 'low poly'.Īnd all editor tools generating faceted meshes do exactly that. Even more wasting if need Normal/ Tangent re-calculations.Īll mesh packages in the Asset Store offering faceted style look are done by that way. CPU time wasting for run-time converted meshes.Increased vertex count and worse batching leads to slow rendering.Converted mesh needs much more GPU and HDD memory than original.Not all mesh data is supported (e.g Blendshapes).If required different colored mesh - another copy must be generated.
![ps4 opengl 4.3 ps4 opengl 4.3](https://unity3d.com/sites/default/files/5_4_feature_gpuinstancing.gif)
Original mesh vertex count is limited to 21.666 (after conversion vertex count will be tripled - 65.000).The most important - vertex count is tripled for every face, as all face must have unique vertices at each corner.Nowadays the only possibly way of achieving flat shaded and low poly effect, consists in removing smooth info from mesh and baking color data(texture) inside mesh.