like many other editors or partly related to their engines I think that the tools are optimized for those 2xtris strips that are always used for terrain engines. Many engines optimize them in the memory and storage because it can be assumed that except the depth (or height as you will) anything else repeats (loop) in a way.
maybe try to reuse elements of your terrain, cut it into pieces so that the engine better can clip them on a bounding box level. Try to use Normal mapping instead of huge polycounts etc.
I just now realized im going to have problems when unearthly challenge starts because the terrain in cryengine uses up so much of the tricount budget. Is there any way to bypass this problem? Can i make a terrain mesh and export it into the engine or something and still use the handy paint tools? I guess i can model it and…
well yes I got the initial question,- my 2nd answer was most in the direction of using several prefabs (meshes if you will) and construct parts of the environment with it. If you cant see everything at once (FOV) I think the engine can handle a fair amount of polies as long as you split them into several bigger chunks so…