Forest Trees and Foliage Optimization

I call it a “rendering bubble” but no, it’s how HIERARCHAL MESH CULLING works.

They get the distance to the character and if they pass the check, they render. If they do not (because they are too far), they do not render.

So, trees come in and out of existence, depending on how close the player is to them.

I’ve got a tool on the MP that creates them for you:

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UGH. I wish I’d known about this sooner!

I can’t introduce it into my project (I’m not adding any plugins at this point. The project is too big to risk it), however, I certainly will keep this in mind.

Thank you!

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No problem, I understand that (although this is an Editor-only plugin rather than runtime).

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Here is one simple solution that may help gaining some frames… with “World Position Offset Disable Distance”

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Interesting!

I haven’t seen a jump in FPS using this method (yet), but that could be because I’ve had enough time to optimize through other means.

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On my game, I got up to 10fps boost in some areas with this… of course it always depends on lots of factors that may be happening on your project or hardware

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