More pseudo thinking, how I imagine it could possibly go: I don't know how to achieve this, there's probably a better solution. Unless the amount needed to render was so small that generating on the fly would work. I think that would require loading screens, which I'd like it to be seamless. I'm thinking of dividing the world into 3x3 chunks and generating as needed based on player exploration. Ideally I would have the world generated when in character creation (which it will most likely impact the perf thus the character creation experience).So no go lol. But for optimization of creating the world, would anyone know how I should go about creating a 32x32(tiles, 2048 x 750 x 2048 size) world? For getting the right settings is simple, I just work in a 2x2 and save the node presets. Hi guys, anyone have experience creating huge terrain maps? My goal is to have runtime generated world. The issue with draw calls is that they have CPU and GPU overhead, on top of that GPU's don't like small tasks, they run much more efficient on larger tasks. Ambra occlusion culling can be used on top of it. Compared to only texture atlassing (which is on the roadmap), cell based can give a huge performance increase. Without Lod support you won't be able to efficiently combine Lod meshes. The difference with MCS is that it automatically combines cell based and has cell based Lod support, is faster than LODGroups on each object and gives less popping. I will release a videos for it soon after I submit my new update. For rocks this can save +30% of geometry. Another thing that will be released soon is removal of triangles that are under a terrain. It can even be used to stream extreme details around the camera. I have almost a new update ready with multi-threaded combining and automatic LOD detection. Which means that geometry that is not visible on the screen will still fire almost the entire graphics pipeline except the fragment shader stage, as an out of bounds triangle gets culled in the rasterizer stage. The cell based combining has a huge benefit compared to not using it, as not using it will break camera frustum culling. Unity, biggest as a test was about 120x2 Km If I knew more about the game I could give more suggestions as I do a ton of OPEN world larger games for many years now in Unreal, Cry, Unity and some in house.Ĭlick to expand.The difference with MCS is that it automatically combines cell based and has cell based Lod support, is faster than LODGroups on each object and gives less popping. why not make it infinite ? you can with World Streamer as well. Last, this is what I would do.having such a large map. 32 by 32 tiles depending on your resolution will be to large. and you will need to with such a large map. There is a free tool that WS shows forget the name that will tile your tiles even more. WS prolly the best tool for large worlds.you can use with TC2. a tool like World Streamer in my experience, and I made my own, but trying to keep updating was not fun. but you really don't want large size tiles, and only 9 tiles roughly on the screen at a time, or Unity will not like it much. either you make your own streaming tool, like World Streamer, or use that. I been doing this for years, you want to be careful.
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