Unity Terrain performance issues

During practice, Unity encountered a situation where the GPU of the scene was full of video memory. After investigation, it was found that the problem was caused by the use of Terrain. This problem did not occur when using one Terrain, but it did occur when using multiple Terrains.

It seems that Terrain will directly load the entire Terrain map during use, causing the problem of the mobile device's GPU exploding the video memory.

After research, the performance of Terrain to Mesh is good. Thanks to Unity's rendering mechanism, the rendering of distant mesh grids is not particularly detailed, but it can still present a relatively good performance effect, which is suitable for applications with limited performance. Mobile platform use, such as Android, ios, VR and other devices perform well.

It is worth noting that the number of mesh faces of the map can also be processed according to the needs of the scene in the case of mesh. When the artist builds the terrain, the Mesh grid should be divided into appropriate mesh grids according to the needs of the terrain. In order to achieve the purpose of scene optimization.

When building the scene, it should be built in conjunction with the program to achieve the best optimization effect.

Whether it is LoD technology, frame loading, or occlusion rendering elimination, it is all to reduce the computing pressure of the device and improve the picture quality.

However, the author himself does not recommend using a plug-in for Terrain to Mesh, because its conversion effect is far inferior to the performance presented by the modeling software.

Related links:Seamless World - Seamless Connection Terrain to mesh_terrain Seamless Splicing_IChessChess's Blog-CSDN Blog

Picture from: unity

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Origin blog.csdn.net/qq_46043095/article/details/134574263