So i’m currently making a 3d sidescroller {which may turn into a hybrid sidescroller / top downer} on an 8x8k world partition map with the game intended to be open worldish, but still following a certain path.
Whilst i understand the premise of grid cell loading size in WP i’m not entirely sure how or if it’s possible to cull the angles left and right off camera but not the cells in the viewable distance {as in basically everything the camera can see going as far back into the background as possible?
Currently the only way i could see as far back into the distance as possible is to put the WP loading range up to a massive size - 884k {as shown in picture}.
Please see some screenshots and video of the game to get an idea what i mean.
Any ideas on best way to go forward? Also the game does level stream although i’m not that well versed on that yet. Wuuld level streaming be the only way to go about it?
If the player never gets to go into the far background, why replace it with a skybox of some sort? At least then, the streaming / WP only has to deal with the stuff to the sides.
I think if you did it right, it would be undetectable.
I hear you regarding sky box but i am trying to utilise the entire map like it’s your typical gta open worldish affair, and the background will be visited at some point by the player, So whilst it plays like a sidescroller {and possibly top down as well} everything in the world will be visited at some stage, just the player will be guided in a particular direction from camera angles / blocking volumes / level design etc. .
If you see this image of the world , bottom left is the starting point in the video, then the plan was to populate the entire map but have the player character traverse around it so the intention is it is fully 3d and not just a 2d scroller but players are nudged in the right direction.
However currently i am loading everything just to see into the distance, and it would perform so much better if i could still do that but cull everything outside of the left right camera views.
If your camera is only going to be looking one way the entire time this might work. Instead of having world partition streaming being enabled on your character make another actor that has world partition enabled.
Then have it teleporting to the main character on a timer. Get the world location of the main character, add say 8000 (depends on your needs) or something in the appropriate direction and put that new number on the new actor. This is to make sure it stays with the main character.
Make sure though that the new actor you have made isn’t spatially loaded. Or else this won’t work.