landscape foliage performance - Grass vs Foliage
i am in the process of making a mid-to-large map for a first person shooter trying to achieve as much realism as i possibly can, whilst also trying to keep up the frame rate to something sensible. now, i will point out i am a seasoned veteran with UE4 so its not like i am totally inexperienced, however for the life of me i have had so many pitfalls with the foliage system given that there is always 4 different ways to do the same thing when making games, and they alll have pros and cons.
where i am at the moment is comparing the landscape layers + grass tool, vs hand painted foliage for speed of production, quality and most importantly, performance. i want all 3.... but.... i mean, lets face it, that is abit of a dream but i will settle for 2 of them
in everyones opinion - what would the best way to approach said problem.
OPTION 1) landscape layers/grass approach
multiple material functions of grass. mud etc... driving where say long grass, field grass, no grass, wheat field, flowers go etc.... sitting in a landscape material with layers, layers driving grass placement.
Option 2) Paint your landscape, then paint on your foliage
Same as before, material functions for grass. mud, water etc... sitting in a master landscape material, only we do not use this to drive the grass.
i guess my big question that i feel i am asking is - am i missing something? what is the best way to do a mid to large scale map with landscape and foliage, is there some third magical option i am just not seeing? i have read the grass/foliage/landscape documents off my heart and i am not 100% seeing a solution there and i feel it seems like this side of the engine needs some serious optimisation both in performance and usability.
thanks all, i appreciate any feedback of course
asked Jul 18 '19 at 11:24 AM in Using UE4
Follow this question
Once you sign in you will be able to subscribe for any updates here