Given that the engine only renders what is visible on screen is there any advantage in making large individual meshes/multiple smaller ones for cube/grid based games? My project is topdown so would only render a small handfull at any given moment if the render works how I think it does.
Everything in my project is 100 unit based. By this I mean my character has a jump height of 100 units and a distance traveled in jump of 200 units. Everything is based off of 100 unit steps as far as world placement goes. Cliff face could be 800 units high, no in between, for example. So would I see a significant reduction in performance with a map made of 100x100x100 unreal unit cubes? Lets say I want to build a raised area of 300x300x200, one mesh of these dimensions vs. 18 small ones. Would it be that significant for a large map of say 500-800 small cubes (cubes having 12 tris, 34 verts)?
Current software is a nightmare for making UV’s consistently (Zbrush…) and I can’t afford something more suited for the task at the moment. So I would love to get an idea of how this could affect the performance on a large scale before I create more dynamic assets than just 6 sided cubes.
Initial testing shows that 1000 flat cubes in a wall doesn’t seem to change much but the more complex the terrain the more I start to feel a slight lag. If I could find a way to tile textures perfectly on x,y and z while scaling uneven dimensions none of this cube talk would be necessary, but as far as I am aware this isn’t possible.