I'd like your opinions on an implementation I am working on. I am creating an RPG/adventure game with a large world. The world itself is split into different regions. Each region's information (props, scripts, lighting, etc.) will be stored as a separate scene. However, there is the issue of managing the areas within each region. After all, a player will rarely see everything in the region at once, so the task of hiding objects that are too far away or blocked by terrain arises. I have two proposed solutions. Note: I will be using Unity's terrain builder for the terrains. I also do not have Unity Pro, so no occlusion culling or LOD features will be used. (EDIT 2/13/15: I meant none of Unity's OC or LOD features. TonyLi brought up the option of using alternative OC and LOD algorithms. So, I'll probably be creating my own OC and LOD algorithms to use in conjunction with the proposed solutions.) The first option is represent an entire region as one large terrain (2000 units by 2000 units). Because these areas are relatively big, for performance purposes I will implement area zones that will only be active while the player is in them. The terrain will still be visible, but the objects in it will be dependent on the player's presence in their zones. The second option is to represent the zones of each region as individual, smaller terrains that are connected by warp points. Entire terrain objects and their children will be active based on if the player is in them. The problem with the first solution is that terrain features that the player won't see will be rendered anyway, costing performance. However, there's a certain effect that you can only get from having a continuous region: you can look around and feel the visual impact of your journey. In most of my outdoor areas, I have a "highest point" area where I want players to capture the essence, the vastness, of the region. Dividing the region into smaller areas may save performance costs, but I don't want to lose the feeling of being in a large world (if anyone has any tricks they want to teach to get around this, that would be appreciated). In conclusion, I will likely be using a hybrid of these two systems because of the diversity of terrain that I will be making. For wide, open regions, I might use large, continuous maps. For caves and other such levels, I will probably be breaking them into smaller maps. My implementation is far from perfect, but I think it will work for the type of game I am trying to make. How would you guys manage large game areas for an RPG/adventure game? I'd like to see where I can improve my design performance-wise.