#Better Optimization/Further Render

1 messages · Page 1 of 1 (latest)

main tide
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My ideas for this is simple, use low poly for deployables, barrels, and ore from far away like it is for trees. Force the distance smaller if fps goes down alot due to big bases. Increase render distance for barrels especially in the ocean since there isn't much to render there.

manic pulsar
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good idea, wooden high walls dont have the same render that foundation and walls do

lucid timber
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I had a stroke reading this

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I get some of the rendering stuff

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But… what..?

main tide
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might take the slightest technical literacy

burnt mortar
south star
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apparently performance will be better with terrain update so maybe they improved it there

main tide
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they do culling in a bad way

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way too short distance on somethings and is the same distance no matter how much is loaded

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it should change with your performance and things loaded

inner crescent
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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?

main tide
inner crescent
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I'm not sure you're really understanding how it works

burnt mortar