I’m creating simulation for 4D chair. Done a lot, but performance getting worse in progress.
Map is huge, with many objects. I imagine good way to increasing performance - disabling distance objects, or models while they are not seen (behind hill). Now every object is loaded even if I don;t see them. Is there any way to do this with codding or other way ?
Second issue I’m having is shadow blinking, I read about it in many places, but no one has solution?
Third, water, if i enable water in my map, in specific, daytime water game has at least 8fps decrease.
for large scale maps a technique of two cameras are used in order to help performance, one camera set to only view the land hills cliffs basically the large objects with low texture quality/mipmap, and the other camera is set with a clipping distance close to the player and this shows small rocks grass and all the little things that you cant really see in the distance, also displays a higher quality in textures.
ive never made a large map before as i havent got the time at the moment, but if you play games like fallout you can notice this is what they have done. maybe someone can give a better description on how to properly do this, i cant remember the website i read about this.
- Try to use LOD (Level of Detail), which requires a pro version but can help improve greatly the performance. For very far object, they can be replaced by simple billboards.
- Make your objects static.
- Share materials as much as possible amongst your objects (all objects with greatest LOD can even use the same atlased texture).
Ok, I wasn’t expecting so much help, Thank you.
i tried texture baking, on terrain, it bakes it in very wrong way, shadows are not in exact place wherte they should be in baked mode. As example, track shadows appears, 5 meters from the track itself on terrain.
Texture atlas, (combining textures) I have done this all for my all models, example, this carriage uses only one texture:
Also, I tried playing with bias as well for texture blinking, it helps but just partly, it still blinks but just not that sharp.