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Unreal engine 4 heightmap1/20/2023 Thing is, I need the map to be 4km x 4km. ![]() This would be 4 times smaller (in width, it’s actually 16x less area), but 960 less components than the size you want, and it would totally run on mid-grade hardware to the utmost of efficiency. Ideally, 63 quads/section, 4 sections per component, and 64 components (8x8) for a total of 1009 vertices, or 1.009 km. Alternatively, I would reduce the section size to 63 quads to get the benefit of better LODs with smaller pieces that can also cull more easily. Too many components will totally screw with your system: it’s very unstable. You might have to render some more polygons on the GPU because it can’t handle LODs as efficiently and doesn’t cull out as well, but compared to the other option of wreaking havoc on the CPU with 4x the draw calls, it’s totally worth it. ![]() With a quarter of the components, this will drastically reduce your draw calls on CPU and run a lot smoother. If my math is correct, you can use 4065 vertices: 127 quads/section, 4 sections per component (2x2), and 256 components (16x16). …But, um, holy ****, 1024 components?! Please don’t do that.
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