Core Features in this update:
- Better GPU Memory Management
- Better CPU Memory Management
- Smaller Data to Transfer between CPU and GPU
- Performance improvements around ~40% faster -> From 60 FPS, to 100 FPS in the Demo
- Motion Vectors are now Accurate
- Extended API
- Reworked Demo Code Files for clearer understanding about what things do
How does this update change my coding style:
- Mesh ID is now an int32 and is valid in a range between 0 - int32_Max all < 0 is Invalid
- Functions got a reformation to fit the UE Coding Style, you maybe need to find the lines again on different spots
- Footprint Asset is not a Blueprint anymore, it's now a standard Data Asset, the Docs already reflect this changes
- Small changes on the Support URL, please look up the Repository and or the Plugin Meta Data for more Info
- Some Assets are saved in UE 5.4 which mean it's not backward compatible
Other Changes:
- Bone Transform Texture is now always 16 Bit
- Meshes are now Animated when frustum culling disabled but behind the Camera
- Changed the Visual Appearance on the Feature Demo Map
- Cleaned up the Default Niagara System
Test On:
- Windows
- Linux
When you encounter wrong vertex positions on your TS mesh, please press the Invalid Cache button close to the open control panel button in the Turbo Sequence Drop-down menu, close UE and open it again, TS will now regenerate the meshes
Special thanks to my Discord Group which motivated me to this update!