Update: These are almost my final renders of my map. As you can see, the map is finally finished, but, there are some issues. I’ve been having alot of issues with performance and there are zones that the FPS drops below 60. I’ve reduced the quality of the map trying to optimized it. I’ve reduced the textures, the lightmaps, created some LODs, removed some collisions and nothing seemed to work for the best. Those zones keep having low frame rate. I tried to change the directional light to static, and bake the lights, but when I did, i got more fps but it made my directional light turned off and lost all the quality of the map. If you know something that could help I would appreciate.
First, allow me to join my fellow moderators in thanking you for sharing the development of Chaouen with us! We are certainly honored to have seen this project’s progression from beginning to end! Thank you as well for sharing your Artstation link!
Your Overwatch map is outstandingly breathtaking, and it has been an absolute pleasure viewing each and every update. I know that you had been having issues with performance and FPS drops. Were you able to resolve them? What has been the most challenging and the most rewarding experiences in developing Chaouen?
Thank you very much! About the fps drop I was able to find out what was causing me the most frame drop. Assets with materials that have transparecy maps where the ones consuming more. Well… I had almost 1700 decals in the scene and I recovered some more 15 to 20 fps by reducing the number of decals to 400. It would fit for me as I could not deliver my work until I had a walkthrough where the maximum drop would higher than 60fps. And that’s what I did. So I was getting frustrated last week for trying to everything to make those 50fps in some zones go higher. I tried reducing the texture resolution, creating lods, converting anything into nanite, deleting unnecessary assets and none of it seemed to work.
About the most challeging part, besides the optimization, I think the part where I try to copy the game’s art style was the most difficult to me. I think I got it like 80/85% the supposed style of the assets, but still it was a fun ride. The other one was creating the lights, sky and postprocess. That’s what I hate the most. I have to thank my classmate for helping me with that. He created an awesome sky in his environment of the floating islands for Breath of the Sky and it looks amazing. If I would have to create another Overwatch map I would know what to do and not to do and I would make sure that it would be much better than this one.