Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. Dismiss Notice

How hungry are terrains?

Discussion in 'General Discussion' started by Whippets, Oct 8, 2014.

  1. Whippets

    Whippets

    Joined:
    Feb 28, 2013
    Posts:
    1,775
    I have an idea that would require lots of small terrains, maybe only 50m-200m square in size. Would it be acceptable to have each one being a terrain, with whatever overhead each terrain has; or would it be better to turn each one into a mesh, and use a splat map shader to make each one appear like a terrain?

    I guess what I'm asking is, what is the overhead of a single terrain, and by how much does that grow when having multiple terrains?
     
  2. the_motionblur

    the_motionblur

    Joined:
    Mar 4, 2008
    Posts:
    1,774
    Terrains are in general rather ressource hungry. In detail it still also depends on how high you crank the details, which shaders you use and how many textures you blend into each other.

    You best individual option here would be to use the profiler and check it out yourself with a quick scene setup that doesn't look good but uses approximately the detail you are aiming for.

    As a rule of thumb I'd stay clear of too many terrains. Can you maybe use static meshes instead of terrains if you are going to split up your scene into smaller segments anyways?
     
  3. judah4

    judah4

    Joined:
    Feb 6, 2011
    Posts:
    256
    While working with terrains, I find having many small terrains does not perform as well as a few large ones. With the sizes you want, you probably should go with meshes or even better to use larger terrain.

    Also, what is the reason to use such small terrain? Are you thinking something with editing the heights or loading them in and out?
     
  4. Whippets

    Whippets

    Joined:
    Feb 28, 2013
    Posts:
    1,775
    Thanks for the answers, that's pretty much what I thought the case would be. I'm going to go with designing using small terrains and use a converter to turn each one into a mesh that can be saved out.
     
  5. the_motionblur

    the_motionblur

    Joined:
    Mar 4, 2008
    Posts:
    1,774
    If you are going to use an obj export on your terrains think about using a mesh decimation tool like in modo or ZBrush. If you export a terrain it loses the ability to use lower detail on far away patches. Maybe even better yet: Slice it into parts and use Occlusion Culling if you have Pro.
     
  6. MrBrainMelter

    MrBrainMelter

    Joined:
    Aug 26, 2014
    Posts:
    233


    Very hungry
     
    Myhijim likes this.
  7. Deleted User

    Deleted User

    Guest

    Well there are also performance tweaks on the terrains settings as will, like pixel error etc. you can also reduce the draw calls of grass by tweaking some of the parameters too. It is hungry, but if you know what to do it's perfectly manageable dependant on the platform.