Big open world with Unity? - looking for an expert

Looking for an expert and are ready to pay

We’re developing a game with a big (50 km diameter) open world with floating islands - single player but with flights so speed is high enough. For PC/PS. Also not only speed but we would like a gamer to see far enough

Unity has several problems with such worlds - for example, trembling. The only solution we know about the trembling is floating point origin but it is expensive from computational point of view and our world is not simple - with many objects and complicated layers.

We would like to understand if UE better suits such project than Unity? So we would like to find a Unty expert who had the experience with such projects and answered our question

Not an expert by any means but this is all stuff even non-experts know:

50km means you need to implement origin shifting as the main feature point. Because after around 10,000 units (6 miles) with the 1 unit = 1 meter rule, you’ll lose precision. Physics will start jittering, vibrations and popping begin and so on - this gets worse the futher you go so it’s a soft limit.

How you do this is up to you, but you need to make gameplay happen in Unity, within 10k Units of 0,0,0. So use your imagination, figure out how you’ll do it. Research if it actually needs to be seamless.

Try UE but that actually has the same problems. You will need to dig into if those limitations are easier to work with in UE. So the best place to ask for that is on the UE forums.

Other considerations when doing large world stuff is if the contents will comfortably fit within ram and if streaming data is required. Unity doesn’t support any real streaming of meshes and textures with any good performance, so you will have to roll your own. I do not know about UE but I suspect it handles at least texture management which is arguably the biggest issue solved.

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Hi hippocoder

Theoretical explanation is not enough. Origin shifting with serious content means serious computational costs. We’re looking for somebody with practical experience

And you should be able to see that this is not a board for posting jobs. The relevant place for that is helpfully posted many times in this board and at the top of the forums.

I think @neginfinity might be able to help because he has worked with both engines and I think he has implemented origin shifting in at least one of them, if I recall correctly.