Mesh shaders have this feature where they specify an abstractTechnique name and the fidelity, which enables using different shaders for high medium and low fidelity.
Terrain shaders do not have this system at the moment. There is just a low fidelity shader that seems to be used on all map regardless of the terrain shader they use.
Some of the new terrain shaders have a significant performance impact. If we could use the system from the mesh shaders, we could use a less resource-intensive version on medium fidelity, making it more viable for all kinds of players to play on maps that use the new terrain shaders.
Mesh shaders have this feature where they specify an abstractTechnique name and the fidelity, which enables using different shaders for high medium and low fidelity.
Terrain shaders do not have this system at the moment. There is just a low fidelity shader that seems to be used on all map regardless of the terrain shader they use.
Some of the new terrain shaders have a significant performance impact. If we could use the system from the mesh shaders, we could use a less resource-intensive version on medium fidelity, making it more viable for all kinds of players to play on maps that use the new terrain shaders.