Landscape Material Ambient Occlusion Maps

Oh, this is some good stuff here, will have to look at this intel optimization page in detail. I tried looking at Kite Demo before, but couldnt figure out how to load anything to look at lol, but that was when I literally first started with Unreal, so guess I need to try and look at that again. My thinking was surely after 13 years, things have progressed enough beyond where Supreme Commander was back then that realistic landscapes/maps could be done and higher unit counts etc. I will say, I have learned a tremendous amount in the short time I have spent looking into this and playing around with creating a quick protype just to see what could be done.

It’s interesting to here that using meshes would increase performance. I guess I just figured using a heightmap and landscapes would be much more efficient than meshes. Especially for a game that would have a huge map (I am currently working on a 20km that is shrunk down to 0.4% with 8161 resolution, and I would scale props and units etc accordingly, so that I could have potentially an 80km map with the same detail, using multiple landscapes. I will be curious to try meshes and see how performance is affected. Thank you so much for these insights and info!