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Adjust sculpt detail during game play

  • TAPgiles

    The looseness setting on sculpts does not affect thermo.

    And as you say, emitting things means those things must be in the scene. So they're still in memory, and still using thermo. So this wouldn't help reduce thermo at all.

    The engine does LOD stuff already. Smaller things or things farther away are rendered using a lower-detail version of the surfaces of that sculpt, and the flecks tend to disappear at larger distances. So I wouldn't worry about trying to make your own system to do this; it would only harm thermo and performance.

    And objects that are fully occluded (hidden) behind sculpts aren't rendered at all--making that really efficient too.

    If you're really interested in increasing performance, one small trick you can do is to group an entire area of the level that you won't see when you're elsewhere... then power it off while you're not in a position to see it. Rendering-wise the engine does that anyway, but it can help the engine out a little bit.

  • vonhammer

    Cheers for the reply and Thanks for the tips.

    I understand occlusion and how the engine will manage LOD it just sucks that I can't come up ith my own version and trick it into reducing details where I need it.
    If the emitter worked like LBP I would of had a city built with them and would emit what I needed and when. Maybe thats something mm will introduce in the future :)

    I think my only option will be to build streets out of cloned objects and then have a "bank of higher quality dressing objects that I can call on when needed :)

    Thanks again!

  • TAPgiles

    Yeah... Alex said in a recent stream that they could theoretically stream new stuff into memory sort of as it's emitted or powered on, things like that. That would be a little ways down the line though.

    To be clear, you *could* use the emitter method. It just makes it hell to work with. So you have an emitter that emits an emit-object when you get in range or something, and deletes that emitted object when you do out of range. Then you can clone that emitter around (by itself; don't clone the emit-object or you'll have a load of copies of that too in thermo). So now when you get to a particular area a load of copies of the same thing would appear. And when you leave that area those copies would be destroyed.

    Here's a (really old) discussion on the topic of mine: https://www.twitch.tv/videos/442843244

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