I’m a new developer and I have been spending time upfront to determine performance constraints for the creation of a mid-sized open world game.
Right now the next thing on my list is determining the size and structure of my landscape. The physical size of the world is ~2x2 km square and ~1 km tall. I started mapping out my terrain using a 2017x2017 resolution, with 63x63 quads and 2x2 sections. This has given me enough quads to sculpt the land, but I have some sharp elevation changes which are stretching the landscape materials. My next thought was to increase section size to 127x127 quads and use an XY scale of 50 to pack more quads into the same physical size.
I’m not sure if this is a good method, or if I should be adjusting my textures instead. But after I saw the recent 4.26 engine preview 4, I’m wondering if it even matters. RVT height fields were discussed for increasing texture resolution on landscapes. Does this mean I could reduce the number of components, and stretch fewer sections over a larger area? So that I could find the minimum granularity required for the geometry to look good and not think about the texturing at all?
Thanks for your help.