Good map size for solo game high poly graphisms

Hello,

I’m starting the level design of my game, which will be an open world in a 1024/1024 map I guess, this is a good size to me.

Then, can i keep one level with this size, there’s gonna be a city, lakeside, a harbor, a forest etc, or should I divide it?

Another thing is, I ll have alot of interactable item and inventory system, nd i d like to save it every time so maybe it has it importance.

What units are your 1024?

If it’s heightmap pixels that seems a very low resolution- I’d expect at least 8k for the detail you’re on about, at least unless you’re intentionally going lowpoly.
If it’s meters then it’s still small- fitting both a city and a forest in (just over) a square kilometer will be difficult.
If it’s kilometers then that seems large- it’s an area about one and a half times the size of Texas.

Well, that’s probably meter, that’s the units you get when you create the landscape, i ve got a 4x4squares 255x255units.

that mean’s I can use a bigger map, fill it of props and don’t have framerate or any problem?

Anyways that’s already big enought, i ve set my areas and i m not gonna need bigger. Of course when i say a city, it s gonna be a 5x5 or a bit more streets, and the harbor o
I’ve never made that big game before and I don’t know the limits and don’t want to experiment them once the level design half finished.

To explain a bit better, I’m worried about performances, should I make a level system with the different parts or can I keep it all in One level?

You can’t really judge performance on size of map.

More important, consider draw calls. The more complex your materials = more draw calls. Simple editor colors will be a lot faster running than 2048 textures with normals, alpha, specular, illumination, etc…

You also need to use lod’s and occlusion (not rendering what can’t be seen).

ai logic can also have a huge hit, well written BP’s perform better than sloppy ones.

That’s what I wanted to know, am I making a mistake using the same materials (complex) for both close and far rendering… Also, there’s some props don’t having this option, I mean for example, having 2 draw materials but 4 elements on them details, and it works with distance

The max draw desired distance is about props themselves or materials?

I m using vertex painted material even for outside faces, is that a mistake?

As I said, that’s my first big and even project with exteriors and I don’t know much about big size map, mine is gonna be 1024/1536, How should I process? I can’t find doc about it.

Also, I’d like to keep interiors and exteriors in the same level but I ve not seen many open worlds doing it.

My AI is working fine, pretty simple, Patrol/Chase/Seek(with memory nodes auto deleted after 5 different locations).

I d like to find docs about level design to do it right, I ve already finished an appartement block, hospital, garage and supermarket, hope I ll don’t have to reset each material.