I have a question regarding buildings in a city like environment and performance using a combination of modular meshes and instances.
If I were to use a simple modular mesh like a 300x300cm wall with space for a window in the center. what would be the best way to make a fairly big building (Like a skyscraper) with this modular mesh, in terms of performance?
Should I make the entire building as one instance, or say make each of the four sides of the building a different instance? or is it better to just make the building as one big mesh? or is there another superior way that i don’t know of?
Well, would there be a different solution depending on how tall it is? if so I would love to hear both of them, I am going to make lots of buildings of varying sizes, I understand that there will be tons of different solutions to different kinds of buildings, I just want to know what would be the “basic” solution for a very simple building.
I’m in a similar situation, building a very big city and using loads of meshes. I’ve tried using HLOD so as to reduce the number of meshes that are on screen and simplifying - but that process crashes whenever I try to use it, maybe my scene is too high poly for it not to crash.
In any case, I’m quoting you because you’ve mentioned other methods that I haven’t used in the past - “Merge Actors”, “Hierarchical Instance Static Mesh” and “Instanced Static Meshes”. Could you go into any more detail about them, how they work and such? I’ll research into them myself, I thought the only way to go about grouping and simplifying meshes was the HLOD system.
What I’d like to do is something similar as what follows - say you have a building, made up of 9 different elements. I have LODs for each of those 9 elements, but when you get to a certain distance I would like to have another actor replace all of those meshes with just one material to it. I thought that could only be done with HLOD, but please correct me if I’m wrong. That would be extremely helpful!