Landscape performance issue

The point is that that optimization is a must and throwing 3gb worth of 4k landscape textures(diffuse, normal, variation, etc over “10 layers”) into the mix isn’t great for performance; as soon as you add actual content to a level.

That shader was never meant to be production quality… It was a quick smashup to prove a point. Speaking of which, I spent 20 minutes messing around in WM, created a 4km map threw 6 layers on it, all with tessellation, and am still getting pretty decent fps. But hey, I figured I’d pretty’fy it up a little for those who wanted to talk trash. It’s using all starter content materials that I plugged into that function I posted earlier. It’s definitely starting to bog down on epic settings with all the tessellation, unnecessary overkill on blending and fancy camera stuff, but that’s just the limitations of this dated 540m. I have an actual optimized material, but I’m using the one for artificially stress testing it.

So that’s with six layers on. Any more and my computer will crash because I run out of ram for shader compiling.