Level streaming with landscape makes game very slow

Hi Atin!

Did you manage to go through with this workflow. I’m doing a very similar setup right now and as I had a horrible lag moving between the levels I decided to go with World Partitioning instead but currently I’m not sure if it will be able to convert my complex landscape geometry to streamed proxies as it does not follow any kind of dimensions.

I ended up working with one big landscape also for the practicality of it. I don’t need to set up multiple landscapes with multiple foliages as all of these maps do share the same foliage and texture assets. Now the size is getting too big to handle so I need to slice it up again.

I now have my game objects still inside level streaming volumes which I bring out as I get close enough. However the World Partitioning would do this automatically without any lag or loading phase if I understood correctly.

Level stream works great with a loading screen as you would be able to level different kind of gaming setups on the same level as they would all consume different amount of time loading but would work identically when fully loaded.

My question is (If anybody ever sees these comments, I have had no luck with this topic) can I make a pseudo open world (where landscapes are logically placed and roads take the player to different levels) with level streaming volumes or should I forget them altogether and focus my efforts on World Partitioning System?