Landscape performance issue

Check into what I’ve mentioned a few times now: shared wrap. I don’t recall the exact numbers, but I think it can allow you to blend up to 128 layers; if you desire. Also, keep in mind that those games are/were running on older versions of the engine. The landscape system needs work, sure, but it’s nowhere near as bad as people are painting it out to be. Most of the other game engines out there that are running 16 layers, etc etc, are using cheap layers that are mostly just using straight D+N on them.

They are textures from the starter content, so they are probably 2k. And yes, it’s 1 diffuse and 1 normal, but I’m also adding in more filler by taking channels from the materials and feeding them into specular, metallic and roughness; to simulate it having to pull more info.

I’m capping to 32fps because the game I’m making is going to be a 30fps game. It’s an RPG, not a shooter, so I’d rather pack in twice as much detail than skimp and go for 60. The game will be a 1080p game, but this laptop isn’t really rated for much more than 720p.