Thanks for the reply, AP_Studios. But… did you read my last post above? I was not asking “is my car fast?”. It would be a very subjective question, and also not specific enough for one who is looking for technical answers with numbers, tables etc.
As I said above
I should also mention that I’ve read more then once the doc page that specify how much video memory (and memory on disk) each texture resolution takes.
Again, I’m not that un-informed about the relationship between file size and mesh complexity. I’m a 3d artist generalist with some 15 years of experience with maya, zbrush, realflow etc etc, also used to code in MEL, python, actionscript, beginner level in C++ etc etc. Of course, more vertex position vectors, normals etc to store, more memory the file will take.
Also:
You made a wrong assumption about what I was thinking. I precisely tested it without textures, landscape layers etc yet to see how much memory only the heightmap and mesh would take, to **make calculations **before even thinking about adding more stuff. But how could I know before asking more experienced users (and specially the guys who implemented the tech) if there was or not any kind of optimization in the engine code to make the landscapes use less memory?
What I was asking for was just a yes or no to 2 questions. I’ll copy paste then from the beginning of the post here:
Also, again:
I don’t intend to waste memory loading tiles for distant vistas the player won’t be walking over at all. Why should I? But again, as I said, my game concept asks for an open world. It’s intrinsic part of its gameplay mechanics. This is the reason I’m doing all these performance tests before creating the actual levels. Yes, sure I’ll use tricks for the vistas the player won’t be able to traverse.
Thanks for taking the time and all the advices, tips, really.