To get larger environments, just run a series of these up one at a time. I think that 50k x 50k should be achievable on my 16gb machine, but that's not a promise or tested. So far have had no issues running up highly detailed environments of 20k x 20k, but have not even touched the surface of what it can do yet. My development system is in the middle of developing, and its not done yet, but when it is I will run up some sample numbers. So whatever the memory load is per tile, multiply that by the number of tiles. So - the denser you get the more memory you consume. Then there are all your trees and game objects. Then every texture you apply has a splat map. Why so hard - Unity terrain is not particularly efficient. Gaia has no hard limits - the limits are your development system's memory. If so, I would suggest you to use Gena in Gaia for spawning your Grass Prefabs, this is my Album I used always Gena for spawning Prefabs:Ībout the fps, it's always the same thing, Grass=take care of your fps (and what about the Insects huh? they are more in the earth than Grass ) so choosing optimised Models with good LODs and mixing with Billboards in the distance, then using a gpu instancing system for it and obviously the shaders, animations in addition can save you of the unbearable low Perfs.Ĭlick to expand.Its such a hard question to answer. fbx for example and built in Prefabs, then using Gaia to spawn them? Or maybe, you just wanted to speak about Grass Models as. If you speak of spawning only Billboards, use Gaia, this is my Album dedicated for using Gaia in Unity: Hello I'm not exactly sure what you are meaning Are you expecting to use a kind of Billboards "Prefab System" outside of the Unity Terrain Inspector as a kind of Scattering System included in Gaia?
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