What are some techniques used in open world games for distance terrain rendering? To be clear, not talking about props which cannot be reached, but terrain which is part of the playable area, just far in the distance.
We are loading each terrain tile as a separate scene based on player proximity. My idea is to use low poly mesh version of each terrain for the distance views. This does mean that each terrain is using a material and probably two textures (color and normal).
I look at the size difference between a mesh and a terrain and the terrain is significantly lighter. But is there more to the picture than that? People seem to generally suggest that unity terrain is inefficient, but based on all the factors I can see, it seems lighter than using a mesh.
Does anybody know what sort of methods might be used in games like arma, just cause, Ubisoft games?
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That's before 2018.3, now that Unity Terrain have instancing for terrain, it's blazingly fast.
I don't see any benefit of loading terrain by tiles, unless you are actually making them procedural and modular.
Most games cares more about foliage overdraw and draw distance, than the terrain itself; most engine has runtime LOD on terrain itself at this point.
Otherwise, Unity terrain itself performs well enough, as long as you stay away from the built-in foliage and tree placement. Can you believe it's 2020 and Unity still doesn't have a modern instanced foliage placement tool?