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Foliage optimization on generated mesh.

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    Foliage optimization on generated mesh.

    I am currently working on a city builder project where a player can sculpt his own terrain using a generated mesh.
    After the player is done creating his terrain I populate it with foliage like grass patches and trees.
    I currently do this by scattering actors containing these meshes all over the terrain using ray-tracing.
    This works fine for low density stuff but when i crank up the amount it quickly slows the game to a crawl.
    I have used these meshes and materials as a grass layer on a landscape material before in much higher density so I know those are fine.
    Is the high number of actors killing my performance? Can I approach this differently to make it smoother?
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