Hello,
maybe simple question. I need render huge terrain. For performance reason it's divided into chunks/blocks and loaded continously.
But how large blocks should be given the number of triangle and size of texture?
For example one block in blender have dimension width/height 900/900 and 32K triangles and texture 4096px*4096px. Is the combination applied or exaggerated?
How many triangles can be rendered on average household computer? With 45+ FPS?
Thanks for your ideas
Huge terrain / landspace render
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Re: Huge terrain / landspace render
an average household computer includes your grandma's 20 year old computer without a dedicated gpu.
An average household computer is not what you should target, gamers don't use them - rather you should target an average gamer pc and to find that out I use the data collected by the steam hardware survey - find something in that performance bracket and then test.
There's no real rule of thumb where you can run x triangles on y gpu - it's too dependent on the performance of your code which is why simply testing it on target hardware is the best option (I base my target off of whatever machine I have for testing)
An average household computer is not what you should target, gamers don't use them - rather you should target an average gamer pc and to find that out I use the data collected by the steam hardware survey - find something in that performance bracket and then test.
There's no real rule of thumb where you can run x triangles on y gpu - it's too dependent on the performance of your code which is why simply testing it on target hardware is the best option (I base my target off of whatever machine I have for testing)
"this is not the bottleneck you are looking for"
Re: Huge terrain / landspace render
Check Wikipedia:
https://en.wikipedia.org/wiki/List_of_A ... .29_Series
The guidelines for the last models that had non-unified shaders should apply decently to common integrated units today.
https://en.wikipedia.org/wiki/List_of_A ... .29_Series
The guidelines for the last models that had non-unified shaders should apply decently to common integrated units today.