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UE5 - Compare Relief Method with Parallax Occlusion Mapping on Surface
Used the same parameter values.
Ray sample steps: 16

Basepass pixel instructions:
Standard - 160 instructions
POM - 206 instructions
Relief - 244 instructions

Used the same parameter values.
Ray sample steps: 16

Basepass pixel instructions:
Standard - 160 instructions
POM - 206 instructions
Relief - 244 instructions

Used the same parameter values.
Ray sample steps: 16

Basepass pixel instructions:
Standard - 160 instructions
POM - 206 instructions
Relief - 244 instructions

Used the same parameter values.
Ray sample steps: 16

Basepass pixel instructions:
Standard - 160 instructions
POM - 206 instructions
Relief - 244 instructions

Used the same parameter values.
Ray sample steps: 16

Basepass pixel instructions:
Standard - 160 instructions
POM - 206 instructions
Relief - 244 instructions

Used the same parameter values.
Ray sample steps: 16

Basepass pixel instructions:
Standard - 160 instructions
POM - 206 instructions
Relief - 244 instructions

Used the same parameter values.
Ray sample steps: 16

Basepass pixel instructions:
Standard - 160 instructions
POM - 206 instructions
Relief - 244 instructions

Used the same parameter values.
Ray sample steps: 16

Basepass pixel instructions:
Standard - 160 instructions
POM - 206 instructions
Relief - 244 instructions

UE5 - Compare Relief Method with Parallax Occlusion Mapping on Surface

Greetings, Today I experimented with a shader about Relief Method on the surface material.

It was similar to the previous result (Decal), And I was checked about optimizations.

In my opinion, If you considering using height texture with Displacement... Parallax Occlusion Mapping... or Relief mapping on your project, I'll recommend the relief method.

The relief method is effective, faster, cheaper than Vertex Shader(Tessellation). And can get better visual quality than POM. But what you need to know, It is expensive than Parallax Occlusion Mapping. Actually, Relief Method did sampling through the second search to calculate ray height field intersection.

Thank you.

Referenced Article:
https://developer.nvidia.com/gpugems/gpugems3/part-iii-rendering/chapter-18-relaxed-cone-stepping-relief-mapping

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