If it’s closer to mid sized house-like sizes it’s probably best to leave most of the visual optimization to the native frustrum/occlusion culling unless your scenes are incredibly complex, as going deeper streaming wise would mean you’d have to hot load things if players got too close, but if the rooms are self contained there’s some argument to be made that you can go smaller. Another question, multiplayer wise will you be using a dedicated server or a P2P listen server setup with a host? Because this also has a large impact on what you’d want to do. There’s an indie game dev wisdom that usually goes something like “If you don’t know you need to optimize it yet, you can wait to optimize”, and I agree to an extent with smaller scenes where you shouldn’t be banging your head graphically.
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