Here's some examples of the assets I've made to test out my new approach, utilizing Unreal Engine's brand-new, not-even-announced-yet Nanite Displacement material output.
Think of this like Parallax Occlusion on HELLA steroids. Instead of faking the presence of geometry with ray marching, this instead basically GENERATES geometry! This is the real key to near-infinite detail in games, and I'm abusing the crap out of it! Pics:
Put my new material on a basic sphere primitive, and the nanite displacement technology I'm using becomes extreeeeeeeeemely apparent for just how powerful it can be:
Wow, this really did some numbers! Since people are clearly interested, Iโve decided that Iโm going to craft a write-up on my approach to implementing this feature as soon as I can find the time! Stay tuned, everyone! 8D