I built the landscape within the editor itself with the landscape tools, I didn’t have the full version of
WM to create those big huge terrains for me. I downloaded just the trial verson to see what the program is like. Well I read their license page, they seem to be saying that the trial version was only to assess the program for your needs, so if you want to publish and distribute their landscapes out in your own game (commercial or non commercial) you have to pay them the $88 dollars to buy the simple version if you just want 1 tile landscape or if you want the pro version which allows you to create tiled seamless landscapes which you can then import them into Unreal Engine and join the landscape tiles all up then it will cost nearly two hundred and fifty dollars to get the license to unlock that feature, so that would be the license to get if I want sacred 2 sized worlds on my planets.
But If you’re a small studio or company it looks like its gonna cost a thousand and a half dollars.
A big landscape will work in my machine and not slow the engine down if its been made in that WM program, in the trial version, it loaded up into Unreal engine with no slowdown, no holes showing when moving the game camera, everything was smooth. But as for the editor’s own landscape tools, I only got the landscape to about 2km in size before I started noticing the game camera starts jerking when turning the game camera or jerking when moving my pawn through the landscape. (holes appear in the landscape with the sky sphere when moving the camera or running with the player, causing horrible frame jerking issues.
I did want my systems (worlds) to be roomy to beable to roam around in but maybe I expected too much from unreal engine because my game also has over 100 systems in it and well with the larger the landscapes, the more meshes you have to put in it to break the landscape up a bit and also the bigger the filesizes I would assume if going for bigger landscape terrains…
The game also has alot of dialog as well because of the many different systems that are involved… I know in Mass effect 3 for their planets, the outdoor maps were fairly small on the planets except maybe for some of the outdoor vehicle maps, but the areas looked big because of the illusion of the planet’s distant big backgrounds while keeping the player all confined to only roaming around the planet’s station base. That made the game feel like a walking around in a enclosed invisible shell instead of being a part of the vast environment.
ISSUES WITH OPEN WORLD ENVIRONMENT
But I don’t want to provide an open world if the open world environment aint gonna be used… I don’t want it to just be used with just driving everywhere to places all the time like Jak II did and having to avoid those annoying hovercars and guards and those awful time trials so I want to put side-quests also along the way as well not just drive quests that only just follow main storyline events. Although the game would have to have a hovercar or speeder or hoverboard or transport gate system to move through, I can’t expect the player to just roam around on foot like Starforge did although that game had a few vehicles to get you around but that game had awful rigging and the textures
for the landscape horrible, and in their last update I saw, a big huge object in the middle
of the sky doing nothing at all, a vast open world that does nothing but just roam around in it,
no side quests or anything, except a few creatures to kill which are the same creatures and
building things like minecraft. it reminded me of No Man’s Sky, another Starforge like game,
endless procedural worlds which must tax the CPU in creating them on the fly, the graphics
were pretty. but My game don’t have a procedural endless universe because I don’t know how to create this in BP’S. Plus I don’t want endless crashing all the time if the array bombs out when
trying to create the endless universe. Error… universe halted… and then you get the
BSOD crash screen saying the game has crashed.
As for my machine its an all in one HP desktop machine with 2 tb hdd space, using an Nvidia 810 gforce card, running under windows 8.1 with 16 mb of ram. So because of the ram limit I have to keep the landscape sizes down as I cannot upgrade to 32mb of ram on that machine.
FOLIAGE AND MESHES ON LANDSCAPES:
My main concern is with the foliage, putting in trees and grass and buildings on the landscape
might slow the engine down It did on the Editor’s own homemade landscape, but I’ve
not tried that yet on a landscape built with World Machine. I would be plesantly surprised
if it causes no slowdown issues with the world machine landscape by putting foliage on it
because I can’t do very much with the editor’s own landscape.