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World composition - when is really necessary?

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  • replied
    Originally posted by ambershee View Post
    World Composition isn't for optimisation.

    It's for streaming enormous worlds; usually those that are way bigger than 4033^2.
    Great response, thanks!

    Leave a comment:


  • replied
    World Composition isn't for optimisation.

    It's for streaming enormous worlds; usually those that are way bigger than 4033^2.

    Leave a comment:


  • started a topic World composition - when is really necessary?

    World composition - when is really necessary?

    Some time ago I had this doubt, and I still have it.
    It seems to have a simple answer, but I can not find a precise information.

    When is it really necessary to use world composition?
    The processing of streaming in and out a sub-level are better than simply having good LODs in the meshes and landscape?


    Let's suppose this scenario, a landscape of 4033x4033.
    Is it better to divide it into smaller chunks?

    Some problems I am having with world composition:
    -Very noticeable stutter (at least playing in editor) when in runtime the tiles are streaming in and out ,
    -The very difficulty to hide pop in and out of the sub levels when streaming in and out.
    -Depending on what order some actors are spawned, they can fall into void if the landscape has not yet been streamed yet (I suppose this can be work arrounded )

    So in a few words, when it is strictly necessary to use world composition (developing for PC),

    thanks
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