#Better Optimization/Further Render
1 messages · Page 1 of 1 (latest)
good idea, wooden high walls dont have the same render that foundation and walls do
read it again bro
might take the slightest technical literacy
I think using lod's and culling of land would do alot of good for performance and render distance since there would be less to load in at once and everything thats loaded in further would lose quality to again save on performance while also improving the looks
99.9999999999% sure they already do allat
apparently performance will be better with terrain update so maybe they improved it there
this guy knows what he's talking about cause I recognize is culling
they do culling in a bad way
way too short distance on somethings and is the same distance no matter how much is loaded
it should change with your performance and things loaded
The LOD levels on quest actually switch at really close ranges and we do a LOT more to make custom LODs that are more efficient than what most games would use. Not sure what you mean about doing culling "in a bad way", could you explain what it's doing now that you have a better solution for?
The culling currently is at a set range, it isn't exactly bad but I wouldn't say it's good. For example when boating in the ocean there is minimal lag so it would be good if the range increases so that you can see further. Also it would be good if when near big bases there is an option in settings that causes the culling range to shrink so that it doesn't tank your fps.
I'm not sure you're really understanding how it works
Isnt there already culling for stuff behind mountains or outside the players view?
there is culling currently