Open World Optimization

Hello All. I am wondering how best to optimize large open worlds. I am trying to make my world similar to how the soul series does where the far distance is visible but doesn’t take up a bunch of resources. I have been playing with a few methods like tiling, culling distance, world partitioning etc. I like the look of having something very far in the distance that you can get to but do not want it to unload. I have been also looking into changing the cell size and loading range. So far i have to load the entire map to achieve this which defeats the purpose of world partitioning.


Is our only options to use HLODs, and play with culling or cell sizes?

Looking at games like DS 1/3 and Elden Ring. You can see the far distance of the landscape but it is blurry which is (im guessing) their way of optimizing the open world. Wondering if anyone has any tips or directions to look to further optimize large worlds.

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[quote=“Spaceballone81 Play Mahjongg Solitaire, post:1, topic:1888012, full:true, username:Spaceballone81”]
Hello All. I am wondering how best to optimize large open worlds. I am trying to make my world similar to how the soul series does where the far distance is visible but doesn’t take up a bunch of resources. I have been playing with a few methods like tiling, culling distance, world partitioning etc. I like the look of having something very far in the distance that you can get to but do not want it to unload. I have been also looking into changing the cell size and loading range. So far i have to load the entire map to achieve this which defeats the purpose of world partitioning.

Is our only options to use HLODs, and play with culling or cell sizes?

Looking at games like DS 1/3 and Elden Ring. You can see the far distance of the landscape but it is blurry which is (im guessing) their way of optimizing the open world. Wondering if anyone has any tips or directions to look to further optimize large worlds.
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Hello, @Spaceballone81

To optimize large open worlds in game development, consider implementing Level of Detail (LOD) systems, using Hierarchical Level of Details (HLODs), applying culling techniques, partitioning the world, creating impostors, and utilizing fog and depth of field for distant objects. Additionally, employ dynamic resolution, streaming, efficient asset management, batching, and procedural generation. Regularly test and measure performance to ensure the best balance between visual quality and resource management.

I hope this information is helpful to you.

Best Regard,
patrick521f

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Hello @patrick521f

Thanks. I will continue to try and use HLODS to optimize. Question if you FOG does it lower the demand of tings behind the fog or and as you progress through the fog they become for refined? I am trying to understand how better to use fog if it does in deed help.

What do you mean by creating imposters? I will look this up but it is something where the background (far away is not completely loaded)?

Depth of Field i believe is a camera parameter to change as well. i believe that will lower the fidelity rendering of things in the distance.

Thanks again for the info.