With any GPU similar to the GTX Titan, like the GTX 780 Ti or GTX 970 you will get 60fps.
The performance of the forest is very much depend on the fill-rate, the further away you get, the more fps you gain.
We try to keep the close up area right between the trees at 60fps sporting the visual fidelity shown in the previews screenshots.
The foliage plays a big factor in frame rate too, actually more then the trees them self.
A lot more of transparency overlap, like you can see in the screenshots I posted yesterday.
There is still some room for reducing overhead on some of them, like the ferns.
It’s a careful balance between triangle count and transparency. We found that using a few more triangles to cutout areas of the opacity maps increases performance significantly.
Since the mesh closely resembles the opacity cutout, we’re currently adding one LOD level to the branches that will use no opacity in the distance.
That is already visible with the pine trees, it safes about 15% in fill rate, hence you get equally more FPS overall to keep the stable 60fps.
We’re still investigating impostor LODs for the trees when viewed from a distance.
For the final release the example map will be your go to source to see how to set things up.
We also provide pre-build trees as blueprint collections so you can easily drop and position them in a map with already the correct settings applied.
I’ll post an example video on how to setup a forest inside the editor, with the release of the pack.
I think it’s good that you’re spending this much time on performance. I still don’t think we would paint these via landscape foliage painter on our large landscapes, and wouldn’t want you to cut the quality too much so that people could actually do that. These are what I would consider hero trees which should be placed manually at points of interest.
Could you add the slightest wind effect to these assets? They looked pretty static in the video (though with your movement and the odd post-process + shadows it was kinda hard to tell). I don’t think they need to be bending sideways, but just a subtle movement from a normal breeze would bring life to the environment.
uploading a new 1080p capture right now, this time captured it with Shadowplay so you can see the actual performance.
, correct they are not meant for just painting them as foliage, but we made it so you can generate nice foliage on them, with just one click.
All the foliage in the video is just placed using the foliage fill tool and some vertex RGB masks baked into the assets.
Just to throw some number round, I made this example forest in 30min from scratch, while compiling the map took the most time.
Actually there is wind on there, hard to see in the video from yesterday, I’m running around to much
Should be more visible in the one I’m currently uploading.
We have complete our work on the forest asset pack.
Zipping it up and uploading tonight, will be submitted tomorrow to the market place.
If you don’t want to wait, the pack will also be available immediately via or website tomorrow.
This is the first submission of two: conifer forest collection pack, including all the assets you can see on the screenshots bellow.
The screens show the example map that is included with the pack. It’s a little forest with 350+ high-res trees and 10.000+ of plants, rocks and other assets.
We have spend some extra time and also added background LOD trees. The high-res trees switch to them automatically at a distance around 8000 units.
The ground plants and foliage has also been extended with extra variations and tones of new assets, all preset and ready to be painted.
I will post more detailed info on our website when the pack goes live.
Enjoy the screens of the finished conifer forest pack!
Thanks for the notice. It is working, but I noticed just now that the only Navigation Link that works is “Asset Store”. I had clicked on the other links, which is why I was confused.