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:
Hello there my friend, i am aware of a previous solution that was left by a commentor before me, and i see that you haven’t replied in frustration to your issue, and i am also unaware whether you’re dead or alive due to the original post’s date, but my solution to this it to no actually build it all at once, but from my understanding to it that the player is just scrolling as in a convyer belt left to right so you should just outside of the camera spawn the asset in runtime rather than building it manually and move them in a tight inclosed place while the camera is stationary, but your game is procedurally made so i am sure you’ve already made this system and have found your solution due to your hard work my good sir, so keep being perfect.