I’m prototyping out a game inspired by Splatoon and I’m wondering if there’s any way to optimize decals that are placed in the world? I’ve already lowered the resolution of the textures down to 128x128 though the resolution alone barely seems to have affected performance. I need the game to be able to spawn thousands of decals in the world without lagging to heck so if anyone has any ideas on how you could do this it would be greatly appreciated. Currently I’m spawning the decals at the collision point of a particle system and the world. I’ve noticed that decals will often be placed almost completely on top of each other and therefore not really increasing the coverage in the world, but definitely affecting performance. Is there some way I could set up a system to delete decals directly below others?
Maybe there’s a better way to approach this? From what I’ve seen of Splatoon in the videos, it doesn’t even look like it’s covering the world in decals, more like there’s a second version of the world geo that they’re dynamically revealing with the decals.
TLDR; How does one optimize the placement of thousands of decals in a multiplayer match?
I should mention I’m doing everything in blueprint as I’m not a programmer.
Thanks for the help!