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  1. Hi all, over the last week we have been doing some extensive testing of large worlds and terrain tiles with associated grass, trees etc, and i thought i would share these findings with the community to hopefully save someone else some time in the future. Our test case is 60 tiles of 8193 x 8193, at 1 step resolution, in a long line , so 30 x 2 tiles Currently we have this running at a smooth 100 - 120 fps This is probably more relevant to Simulation than a gaming setup for Unigine assets. Test rig: Intel core i7 @ 3.2ghz 16 gb ddr 3 ram nvidia geforce 570 gtx IDE sata HDD windows 7 64 bit Findings: With this many terrain tiles it is advisable to only use a Coarse diffuse and normal map - do not generate patch surfaces! this creates too many files to load and can cause large render stalls, not to mention unmanageable amounts of data. if not configured correctly, Grass will also drop your framerate by a huge amount, and also cause render stalls - advice is to be very carefull with objectgrass and start off with very conservative settings. Dont be scared to use a large LOD distance for your terrain - we are using 120 and flatness 40 and find this to work well, showing no visible seams between tile edges, of coarse tune this to your own system specs. Use the profiler - it has been a hage help for us in finding our problem areas, start with basic terrain and get that running smooth before you add grass and mesh clusters - that way you can add things one at a time and see the performance hit, then tune the settings for each system one at a time. Set your terrain distance to around 6000, this ensures you do not see pop in of patches, but gives acceptable results. We have found terrain occluders to be of little or no help - they just seem to cause more problems, but did not really increase our rendering speeds when we did use them. Another thing we did today that gave us a huge FPS boost was to update to the nvidia 301.42 WHQL drivers, they improve performance, and also add adaptive vsync, plus FXAA antialiasing.. we gained a 20 fps increase from this at least, hovever we had not updated drivers for a while so you mileage may vary.. i do however recommend using adaptive vsync as it has made a big difference in maintaining smooth framerates without tearing. I plan to keep this thread updated as we learn more over the coming weeks, and i have to say i am extremely impressed with Unigines ability to render a world this massive (over 500km long), it has taken a lot of research, testing, tweaking and tears.. i have no fear this will scale up well and look forwards to trying 1000km next. Please feel free anything you may have found to this thread so others can benefit from performance tuning tips in the future Regards Shane
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