Hi Unity Community,
firstly im very happy to see the Unity Editor on PC Systems. I have compared Unity with many other Indie Engines and i must say… WOW! This Engine is very very fast and the Editor is very good too.
At testing i was shocked how any Objects and Polys can draw without hickups or sufficient fps . Im very impressed!
I would be delighted if get any help for this questions.
Any examples if i will use Terrain Streaming (include Objects on it) available?
If i create a huge Game World with heavy viewdistance (eg. 5000m) is the best way if i put the terrain succession (because of the render speed)?
Where is handling the VRAM Memory and Mainboard RAM if i stream new Terrains and Object ?
Unfortunately, I don’t think there is any example code that demonstrates terrain streaming. The main issue for performance is the degree of detail in the terrain rather than the size as such.
I’m not too sure what you are asking in question 3. Are you concerned about the memory usage of objects? Unity uses automatic memory management, so you don’t need to do anything yourself to recover memory from dead objects. You do, of course, have to dispose of objects you are not using for this to happen.
Terrain Streaming:
It is a bit strange because unity even at the homepage with streaming advertising.
There is really no documentation about streaming available ? :shock:
Terrain size:
If you have a very huge Game World 100x100km you must use
several Terains and you must dispose the not seeing Terrains.
Memory handling:
Ok thanks for the info
Similar problem i have with the brushed Trees with Unity
I need access to the brushed trees (Unity - Scripting API: TerrainData)
but the only what i can read about this is… thats a undocument API :shock:
I hope we get it this yeahr with 2.6
If i create i huge Game World (eg. Paris Dakar Race Game) with many Terrains and Objects and i use overall more VRAM and RAM as available
what will happen? Out of Memory message or would Unity managed it by self (of course
on each Terrains never exceeded the Memory) ?
I doubt you could exhaust the memory completely on a desktop machine (they use disk space as virtual memory), but you would probably see performance drop long before that happened. A very detailed world would make heavy demands on the CPU and the graphics hardware. The best way to go with anything like this is to try using the simplest approach and then optimise when you notice performance getting poor. You might be pleasantly surprised by how much Unity can cope with!