Nanite foliage for open world

Not saying this is the correct thing to do but when i tackled this issue in my game I was using very realistic forest assets and need to increase performance massively. Some of the steps/tricks I took were:

  • Use HISM (not ISM, as HISM can cull) this is the same process as the foliage tool and procedural generation.
  • Set a cull value on the assets (especially for procedural) so that only things in a certain radius around the player actually render.
  • I used fog to help hide the new meshes ‘popping in’.
  • I used nanite.
  • I found that using lumen caused an enormous amount of the performance issues alongside nanite. I switched to screen space.
  • I removed any unnecessary collisions from the assets and replaced the necessary ones with simple columns.

Hope some of this helps :slight_smile:

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