Huge terrain / landspace render

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vasekkraka
Posts: 11
Joined: Mon Jan 11, 2016 7:17 am

Huge terrain / landspace render

Post by vasekkraka »

Hello,

maybe simple question. I need render huge terrain. For performance reason it's divided into chunks/blocks and loaded continously.

But how large blocks should be given the number of triangle and size of texture?


For example one block in blender have dimension width/height 900/900 and 32K triangles and texture 4096px*4096px. Is the combination applied or exaggerated?

How many triangles can be rendered on average household computer? With 45+ FPS?

Thanks for your ideas :)
Cube_
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Re: Huge terrain / landspace render

Post by Cube_ »

an average household computer includes your grandma's 20 year old computer without a dedicated gpu.

An average household computer is not what you should target, gamers don't use them - rather you should target an average gamer pc and to find that out I use the data collected by the steam hardware survey - find something in that performance bracket and then test.

There's no real rule of thumb where you can run x triangles on y gpu - it's too dependent on the performance of your code which is why simply testing it on target hardware is the best option (I base my target off of whatever machine I have for testing)
"this is not the bottleneck you are looking for"
hendu
Posts: 2600
Joined: Sat Dec 18, 2010 12:53 pm

Re: Huge terrain / landspace render

Post by hendu »

Check Wikipedia:
https://en.wikipedia.org/wiki/List_of_A ... .29_Series

The guidelines for the last models that had non-unified shaders should apply decently to common integrated units today.
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