Alright, thank you! If I get the time to do something similar, I will
Let me know what you think:
Thank you!
Yes, it’s monochromatic. That’s a decision I’ve made early to make sure everything blends together. Now, they’re not all on the same shade, they have some variation (toward green and red). There are two reasons behind this: The stones and wood all come from the same environment. They’re all exposed to the same environmental hazards (water, sand, dirt, wind, sun, etc), so obviously they’re going to be weathered in a similar fashion. But that’s not the only reason – something that is important with architectural sets is that they don’t impede gameplay with distracting elements. By keeping it monochromatic, elements like flags, NPCs and various key props can stand out, preventing useless visual clutter.
To answer your question about FPS, as of right now, in 1440p with a 980GTX, I get almost exactly 60 FPS (currently stands at around 65 on average) with the whole scene fitting inside the camera. Actively, I get about the same, depending on the area (it fluctuates between 60 and 80 during gameplay aka alt+p).
But there’s a few things to consider: There has been no merging to generate bigger meshes and to reduce the amount of draw calls. In any game, you should do this and regenerate LoDs based on these merged meshes. Since I have a demonstration map and since I want people to be able to understand how it was built, I cannot do this in my example map. Because the amount of meshes present in the scene is tremendous (as of right now, I have 4000 meshes in the master scene), obviously this takes its toll on the FPS. With an optimized scene, I’d expect 90+ FPS. The other thing to consider is that the interior meshes have not been properly optimized just yet. That’ll come this week, which should boost the FPS.