Landscape Love?

It’s been left behind for a decade.
Octree and a procedural mesh with max samples is probably better performing when custom coded by someone who just red this and is like.
Really? Lms.

The virtual textures had started off well, and died in the gutter unable to raster foliage at runtime into the material.

And now they probably got rid of tessellation, so 3/4 of the marketplace stuff won’t work anymore.
(Not that it’s a bad thing, tessellation was one of the leading causes for the performance being equivalent to the speed of a slug in a slug race.)

While at it, I’ll also add the fact that it’s completely flat as a factory defect.
Any world of any type has a depth falloff based on its sphere shape.
Usually at a distance of 5km you loose 2m.
By 10, you are down to 8m.

Meaning any Tower like object you place in game should sink into the terrain at a distance.
While if the setup curved the map this would happen without any thought put into it.
Yet they still push the “archviz” bs when one of the basic principles of architectural design cannot be analyzed within the engine without coding or making the map properly curved (and large enough for it) yourself.

Let’s also add the fact you have to do magic to edit it at runtime.
Yes you can. And it performs too. But it’s literally a month of figuring out how if not more. And no collision change.

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