Zonder wrote: Fri May 22, 2020 7:47 amI'd like to know how big the data is for that demo it's a very small area game wise.
From
Eurogamer:
"For example, the statue of the warrior that you can see in the temple is made of eight pieces (head, torso, arms, legs, etc). Each piece has a set of three textures (base colour, metalness/roughness, and normal maps for tiny scratches). So, we end up with eight sets of 8K textures, for a total of 24 8K textures for one statue alone," he adds.
Base colour is 8kx8k (assuming BC7 compression)
Metalness is usually alone, 8kx8k
Roughness + Normalmaps assuming BC3 another 8kx8k
Compressed:
8192×8192*3 = 192 MB in textures per set
Uncompressed:
8192×81924 + 8192×81921 + 8192×8192*4 = 576MB per set
And it's 8 sets.
That amounts to 1.5 GB (4.5GB uncompressed) in textures from a single statue.
The main advantage of this system is that artist can ignore everything that comes after Retopology (inclusive) which takes a lot of time, giving them more freedom.
However I doubt importing 4.5GB of data into an UE5 project every time you need to iterate is going to be fast. BC7 compressors are super slow (can take several minutes for 8k res).
And as for vertices, these algorithms require acceleration data structures that take a bit of time to build.
Not to mention the final product can't be this size if someone intends to actually deploy it to a PS5 with only 800GB or so of total disk space; but on the bright side probably skipping LOD0 or even LOD1 would just work without visible changes in quality.