I am facing a huge FPS issue in my game. The entire wold’s ground plane/terrain is animated so the lighting can’t be baked, and even if I could it is so vastly infinite that I run out of memory. I also tried animating the ground texture, can’t bake that either. The player is at the top of the level and can see out in any direction, so I can’t cull anything. The only thing that makes it work is turning off the ground, which is crucial.
So I was curious if there is a way to make a skybox where the ground and sky are just a post processed animated texture that doesn’t need to be baked and takes up less memory. To get the idea, it’s level is like a conveyor belt, the player is in one place while the world is moving back in X.
Not sure if you still need an answer. But here goes:
I would recommend looking into creating a 3D reflection of the environment to replace the actual environment. The reflection can be fed back during game play and act as a visual equivalent while saving you all that precious memory.
The way to go about this normally, is to capture your current environment in a reflection probe, which will replace your current skybox and act as a replacement of your current environment during game play.
Here is a high level definition of a reflection probe taken out of Unity3D’s page:
“A Reflection Probe is rather like a camera that captures a spherical view of its surroundings in all directions. The captured image is then stored as a Cubemap that can be used by as a skybox.”
Here is a page from the Unreal manual about an equivalent method, called Reflection Capture Actors:
“Reflection Capture Actors are objects that are strategically placed throughout the level and feed reflection data into the Reflection Environment.” See the following link for further info: