I prototyped in Unity and considering which engine to use going forward. The world size is thousands of square kilometers. Larger then any project I’m aware of so curious if there are hard limits that would make working with UE’s stock terrain system a problem.
Secondary concern is how efficient is streaming in/out terrain tiles/chunks.
In Unity I created a custom terrain renderer that was designed to stream efficiently all the way from the server to the gpu. A streaming design is actually quite different then the typical tile/chunk based approaches. But if UE is efficient enough here it could work.
Unity’s stock terrain was too far off from what we needed, but also fairly straight forward to build custom. Unity is actually fairly easy to go lower level in, up to the point where it goes into the core engine.
So just trying to get a feel for what I would be up against if moving to UE.
Foilage not sure if I even want to get into that yet. The world is completely dynamic so in Unity again we had a completely custom streaming indirect instanced rendering flow. If we have to roll our own there in UE I don’t see it as a huge deal. Although if what is there would just work that would be great.