Due to the lack of terrain engine API I am wondering how performance hungry multiple terrain detail meshes/textures are.
Is there a limit?
Are these details combined and grouped in say…4’s?
If a terrain data contains a detail mesh but does not include it in the terrain scene, does it still use memory?
And lastly, could I get away with 32 detail types?
I’d really appreciate it if somebody could help answer some of these questions,
Cheers
I have several thousand tree’s and a lot of types of grass in one scene, as long as billboarding and other techniques are used the impact on performance generally isn’t that bad (If building for desktop) I wouldn’t know about mobile.
Is there a limit?
Probably, but even with several thousand trees I’ve not found it yet.
Are these details combined and grouped in say…4’s?
Not sure what you mean, you brush in the amount of detail you want.
If a terrain data contains a detail mesh but does not include it in the terrain scene, does it still use memory?
If it’s not in the scene, it doesn’t render it… So if I get what you mean then no.!
And lastly, could I get away with 32 detail types?
I’m using around 24 including grass, so I don’t see why not?