[QUOTE=Deygus;533563]
Hi Slavq, this is a pretty cool looking tool that I am thinking of getting.
I was wondering how exactly does this affect the game size and frame rate when adding it to a game project? I see your demo looks good with the example but was curious to know more about the impact of it on a project build.
I’m pretty new to this stuff and it looks like it would be a huge help from what I am seeing so far.
[/QUOTE]
Hey, thanks!
Unpacked size of the package is around ~220 MB, and majority of the space is taken by texture target assets used by automatic billboards system. So it depends what you use in your project - when packaging, UE ignores unused assets, if I’m not mistaken.
Regarding frame rate - dynamic trees will always have more performance cost than a regular static meshes, but I’ve optimized this tool as much as I could (I also use this tool in my own game). You can see some example FPS numbers on the first page of this thread.
It always depends on how many trees/plants are visible at your screen, how dense they are placed… - it’s hard to give an exact answer to ‘FPS hit’ Distant trees can automatically turn into billboards (as can be seen in the second video) at desired distance, which is a huge optimization for any sort of forests. When using trees in more top-down oriented games, the main performance factor is an overdraw coming from leaves - this is optimized by individually-cut meshes for all default leaf planes. Then there are optimizations for all the interactive stuff (wind, force reaction, etc.), culling and other things that should make this usable in most of games without big FPS hit.
If you have any other questions, feel free to ask.