Cliffs-SM's or TriplarBoxMapping?

Hi. What are people’s thoughts on the most efficient/optimised way of creating tall cliff faces?

Static meshes?

Or Triplar box mapping using the landscape?

Obviously SM’s would allow for more detailed smaller sections closer to the player, but what about more distant cliffs the player can’t get so close to?

Do they have different pressures on cpu/gpu/drawcells etc?

Regards
Slinky

depending on how good your terrain material is, you can use just terrain for distant cliffs, but I don’t think terrain can ever look good enough w/o the help of a SM for close to a player. Unless you go bananas with SM’s it will be fairly cheap in regards to cpu/gpu/drawcalls (if draw calls are an issue you can put all the meshes into the veg tool to combine them to 1 draw call) the terrain is optimized for large distances so that would be ideal, but then again if your SM have LOD’s you can use them everywhere, almost care free.

Okay, thanks for the tips. Kinda confirms my thinking.
Regards
Slinky