what’s worse is the fact you aren’t using a square landscape.
just do
18871/9181 > 2 world tiles
And that’s not going to fly either on mobile.
I think the most you can get as far as landscape size to run - with memory constraints and all - is probably going to be 2k pixels.
that’s 3.5 tiles vertically to get the same size you have, and 7.3 horizontally.
You should really just be using meshes.
This is mobile after-all.
If you really don’t want to, at the very least set up (and BENCHMARK) with 2X2 sections, at 256 quads MAX.
You also can’t have edit layers or any “nicety” if you expect a mobile device to be able to perform Ok. So to benchmark you’d have to “bake” stuff down anyway.
Overall, with 2km^2 tiles, in a 8x4 config you’ll be able to cover your entire play area that you have described above.
To benchmark performance you can “fake” it by having 4 landscapes set to LOD0 manually. and seeing what that does on your mobile along with other scene assets and a buffer full of tris that will resemble your final scene/game.
I doubt it’ll run on any mobile above 30FPS, but you never know until you test.
I guess more importantly, you should use this to determine if 2Km^2 size is “good enough” as your base tile, or if you need to dip down to 1km^2 instead, doubling your overall landscape tiles but preserving the “best possible” performance you can get for the player.
i kinda need the size of world what the Open world landscape generated from the measurements, though I’ll take the advance of meshes having things in meshes with LOD and bake the triplanar of the entire terrain