![]() ![]() Unfortunately its not very suitable for mobile, due to trading drawcalls for culling and dynamic LOD, though certainly modern mobile devices aren't as drawcall limited as they used to be. It can also take advantage of occlusion (e.g. The Unity built-in Terrain system is a highly efficient method probably using Chunked LOD to provide very high resolution terrains through level of detail, which priorities easy large scale culling, a pre-built LOD (hence apparent larger memory usage and increase in vertices) and polygon count over draw calls.įor desktop solutions which is what the method was developed for its perfectly fine and beyond moving to geo-clip maps you wont get a better trade off between high polygon count, draw calls, efficiency and performance. Really not useful to compare Apples to Oranges. But if you want a terrain with multiple textures splatted onto it, lots of trees, detail textures and meshes, wind, etc., then a terrain is probably better. If all you need is a blank green mesh then yeah, doing a blank green mesh is faster than using a terrain. But saying "just use a mesh, look I made a blank green mesh with nothing on it and it's faster" isn't a good use case. I'm not saying Unity's terrain is great as I said it has quite a few problems. If you want a more accurate test, you should make a terrain with 4 or 8 textures, set the same resolution in both Unity and T4M, with trees and details, and check framerate both with a camera looking at the whole terrain at once and with a camera at eye level where you'd expect your actual game to take place. Unity does support substances natively on terrain since 4.0 you don't need a plugin. If you have a terrain with only one draw call it means it has to draw the entire terrain all the time, and can't separate it to only draw what's in the field of view. ![]() ![]() if you want it to do level of detail and render more distant terrain more quickly, it needs to separate the draw calls. ![]() The reason the T4M terrain has less vertices is because it's lower rez if you look at it, you can see it no longer has all those little circles you drew on the regular terrain. You can reduce the polygons in a regular terrain by reducing the heightmap size or increasing the pixel error. That's using the default settings, default terrain size, default T4M settings to convert it, you can actually reduce it a lot more! In the 2 images I posted, not just the draw calls are reduced, but look at the VBO total and VRAM usage! They're half as much as the unity terrain. I tried to make an example with substances but I couldnt' get them working on the native unity terrain even with the plugin, after several minutes so I gave up. It also supports substances natively, so you don't have to install a plugin or workaround like you do with a unity terrain, you can simply load substances into the texture slots and paint them onto the mesh. So you can take a unity terrain that is 100k polygons, and hundreds of drawcalls, and output a mesh that is under 5k polygons in 1 drawcall, it'll be more blocky, but it still maintains the general shape and features, it keeps the first 4 texture splats from unity terrain, and performs excellent on mobiles. I don't know how T4M batches the textures, but it does, the entire thing is 1 draw call and it gives you a slider bar to change the number of polygons in the mesh it bakes out of the Unity terrain. Honestly I never have more than 50 draw calls in a mobile game, but the default terrain is more than 50 by itself with nothing added.more than my entire budget! But it still is not usable for mobile development because of the number of draw calls. Honestly they've added a lot of settings for the terrain that didn't use to be there. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |