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Post by manthril on Dec 1, 2016 10:13:39 GMT
Hi there!
I am trying to figure out a way to reduce memory usage when loading huge maps. Right now, the terrain itself takes around 1.5 GB of memory when rendering around 10.000 hexes. Reducing the diffuse texture size to 1024x1024 is not the best option, since it really affects the quality of the terrain. Any ideas?
Downscaling the height texture heavily affects the way chunks connect to their neighbours (there is a noticeable line where two chunks connect).
Thanks!
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Post by khash on Dec 8, 2016 1:37:54 GMT
Hi! It is indeed main drawback of the Honey, 10k hexes is more than on the biggest map in civilization 5, but I love to go higher, this is why I work on Honey 2 which uses different approach, which you can find similar to what is provided in Honey as "honey2 wip"
Also you could rework Honey to use smaller chunks and then detect when chunk is underwater and scale heavily down texture from it. And the last solution could be any way to compress texture much stronger than what is offered within unity by default. Something like "crunch" could do a lot of good things, but each compression gears rist of artifacts on the texture borders.
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Post by manthril on Dec 14, 2016 12:39:21 GMT
Hmm, yes. Downscaling textures from underwater chunks will do great, I believe. Thanks for the idea!
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