Hi.
I’m building a large map with world machine for my UE project, and I’ve been trying all kinds of tiled builds.
So, basically I settled on a 4x4 tile build which is meant to cover the maximum available map size.
Now, I have several options when I decide on my tiled build in WM:
I tried making every tile 2017x2017 (as described here) and then import it into UE with landscape scale of 256x256x400.
I also tried making each tile 4033x4033, and import it as 128x128x100.
So, my question is: what’s stopping me from going all the way to the 8129x8129 per tile, a maximum recommended? Is it purely the build time? Or, is there something else I should concern myself with?
Because the way I see it, higher res is better.
See, I’ve always wondered about that. Is there actually a performance difference one way or the other, having 4x 2017x2017 tiles vs 1x 4033x4033 tile? At what point do you actually want to go with a single, larger landscape instead of break it up into smaller chunks, especially with HLOD as an option?
Well the bigger issue is memory foot print requirements. Your dev box could be a 32 gig beast with a $1000 dollar video card with 16 gig vram but your clients in all probability will not have enough resources to even run the kite demo.
Performance is a balancing act between what you have as far as resources goes as compared to releasing your game into a market that may or may not have the same requirements as to how the game runs under controlled conditions.
So…
Whats stopping you is this is a good starting point to figure out your own answer.
I figure that games development is about 90% resource management to ensure a balance between game play that meets the demands of today’s video game players. More so if your asking $60 bucks for your game.
If there is any, I expect it to be minimal. The gain comes from replacing distant landscape tiles with low resolution meshes.
As mentioned, there is also a memory footprint in question.
Probably if your total number of tiles ends up being low.