VAT compression for

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Hello,
I'm working on a title that is heavily using vertex animations from Houdini in UE4. While all the effects are very conservative and tight, our title has to be even tighter as our hardware platform is shifted. Is there a way besides using a polyreduce node and re-exporting everything? Is there a way to compress the polycount further? Almost every effect in the game is a vertex animation so it would be a lot of work to re-export and re-do the material instance. It's a long shot but I thought I'd ask. Thanks!
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Is your concern the mesh or the texture? It's unlikely that you could reduce the mesh further without degrading the quality of the effect. But there are some techniques that could help reduce your texture footprint. One idea is to pack multiple animations into a single texture. You could also pad your texture with black pixels to make it square which would allow for streaming. You can pad the texture in texture settings in UE4 and would require some changes to the material network.

Something we've considered but never got around to doing is to provide a PCA image compression method.

Mike
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Thanks for your reply. The main thing I'm trying to tackle is tri counts. I've had success converting the texture to VectorDisplacement. I've done the combined two in one idea; I'll have to learn and figure out the black pixels idea. I appreciate your response.
Is there a way to load into Houdini exported vat textures and meshes?
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