Anyone know as its not clear to me how Reloaded now in current versions, how in V109 when its released or in any future versions perhaps (silly question I know). Handles or will handle these issues in outdoor environments?
e.g.
Terrains and Terrain/World object details :
Seems to me that given the world size of a Reloaded level (even if smaller play areas are used) is relatively speaking quite a large area....terrains and outdoor environments are in general often in game requirements needing to be of quite substantial detail unless an environment is largely flat, empty or surface details and the world contents and detail is low. Rarely the case in many instances.
Given that we ever had the ability to and tools to shape terrain allowing a greater control of its features or even as now in editing the more detail the more ploys clearly how is this handled now or going to be handled to improve performance or is it a question of simply either reducing terrain detail and form/features to maintain a level of ploys the engine can handle at whatever the number is and that's an end to it. So if a game level runs slow then the only option is to remove or use less terrain detail/ploys than we are able to incorporate now.
On the topic at hand similarly what method are we using currently to manage detail added by placing entities either dynamic or static?. I must admit I don't know where we are with this at the moment or where we are going? Do we have any kind of instancing/cloning/load/unload or any other method at all of saving on large numbers of entities drain on an engines performance by any means? or is it simply a matter of each and every individual entity placed is calculated as a single individual entity and each instance added increases drain and lowers performance?
As an example test I am currently using my Sci-Fi level. At the moment it is relatively low in terrain detail and with a very few entities placed so is rather barren. I do not have any fps/performance to spare to do much more with it, particularly if I wanted to use the highest quality settings so use all the lowest which wont give an acceptable game quality and even using lowest settings still will have nothing like enough performance returned to continue developing the level fully as its should be.
Such a level could conceivably for best results as one would aspire to, contain a great deal of terrain surface detail and surface features requiring a large number of polygons and or both high levels of terrain detail plus large numbers of entities.
For example Buildings and Rocks and so on. I could certainly need to find a way to simulate tens or hundreds of thousands or millions of rocks, stones and pebbles and so on and some of these obviously would benefit from more detail and polys than others. Yes I know we can achieve quite a lot if the potential exists to add much simulated detail via use of textures and so on to help but still that is limited in the results that can be achieved. Textures on a flat terrain surface for example can only do so much to help.
Currently I have been looking at making and adding my own buildings potential - needless to say with limited detail as far as possible so as to keep polys as low as possible. I am awaiting the Con Kit to see if and how such may be of greater benefit to this end if it will even be able to create a similar shaped building with better performance returns, but how long one would have to wait to get there is anyone's guess if ever. It will need to be quite capable all round I imagine.
I need to also look at adding a lot more detail/polys to the terrain within the limitations of its capability and or and ideally both adding a large number of entities, Rocks and stones and so on. These I will have to make I guess so I can have the ones I want with as low a poly count I can design and get away with.
Not a LOD expert and don't know if that works or would make any difference anyway at the end of the day. Doubt I would have the time to get into that in any case either extensively.
Whatever the point being is that though experimenting and testing, I know not why as I do know that at the end of the day at least given current circumstances I am largely wasting my time as performance and engine efficiency in my case at least will not allow this to happen for me to build a level with the level of detail and content as required. Not with the engine out of the box at least and that usually from experience means success is doubtful no matter what a user does to optimise and still achieve the desired end result.
Waiting for V109 I guess to see where we are and what we have to date.