Alright, so I've got to know -- what's the best way to optimize a scene
composed of a huge amount (and a wide variety) of smaller prefabs that
compose the terrain of a 3d world as the player moves about in it?
seen engines such as Unreal throw a seemingly unlimited number of
high-res objects at the engine and it seems to handle it without a
hitch. Unity, on the other hand, seems to struggle with even a very
small number of objects.
I've heard object pooling is the most
common answer, but keeping such a large number of prefab objects in memory at once
would kill performance wouldn't it? Additionally, I don't know how many objects a chunk of the world could consist of before performance starts to drag across various platforms. What would be the best approach to optimizing something like this so that it's practical?