I’ve been thinking for a while if it would be possible to make a game kinda similar to Arma 2. Not the gameplay but the maps, if you have played it before you know what i mean. Could Unity take even half the size of an Arma 2 map please tell me aha. Like an open world type game.
You don’t have to use occlusion culling, which is in fact of limited or no use in open-world maps (especially considering that they would probably be dynamically-generated, which can’t use Unity Pro occlusion culling, since that only works on static objects that already exist in levels).
An open world is mostly, well, open. Unless you’re standing next to a big hill or something, not much would be occluded. Mostly the far clip plane would take care of limiting the polygon count. So occlusion culling would be of limited use if the terrain was all static. As for “no use”, I explained that already.
As someone who’s tackling this issue, let me tell you some of the pain points you’ll run into, should you pursue this:
Colliders: If you have trees with colliders, and you have thousands of trees, you will get some severe performance drops. Unity seems to still do the physics calculations for trees with colliders regardless of how far away they are, whether they are visible or not. So 50k trees in a heightmap mean 50k static colliders being computer every FixedUpdate. This is a huge performance issue when you also have CPU intensive game logic.
AI: Your game needs to be smart enough to deactivate AI not within proximity.
Heightmap creation: Creating a believable heightmap/world is a huge pain in the neck that will take a lot of time. I have yet to find a good heightmap generator that produces acceptable results.