Before I got wrapped up in a lot of other things, I was working on an openworld RPG about six years ago in Unity… I’ve decided to pick up where I left off, but in Unreal (as I’ve been using it for a while now)… I do have a quick question about it’s viability as I’m going to try and approach it in a different way to maximize performance and quality.
Before it was just one rather large terrain that was chunked / async loaded etc. etc.
Won’t deny I bit off a bit more than I can chew, so I’m going to downsize it drastically and change some methodologies. Initial thoughts is I’d to take advantage of lightmapping, but I’ve never used LM’s in such a large game before. It’ll essentially be 4 X 2KM2 city blocks walled off, instead of streaming / loading everything in on vector boundaries I’m looking to use loading screens (go back to the good old classics).
As far as I know games like Arkham City used lightmapping (although I could be wrong here) and that’s a relatively large game with a lot of detail in it… So I’m thinking I might be fine, I’m guessing not many people have tried this but thoughts appreciated.