![]() If the biome under your seabed is very thick now and you make it thin and flat the savings should be significant.Ĭonsider reducing it and placing invisible barriers in the ocean so you can swim out but also stop where the camera still sees far away water. These steps lower numbers and Ive verified this using the Place Memory in Studio. If the underside wont be seen, trim close to the sea bed, then paint the underside all the same sand material. Things I noticed that helped reduce terrain related memory use and load time. Since you can only adjust the quality level (wich should not be necessary because automatic mode should be able to take care of that). Or like maybe we need a bigger space of our processor at our PC. If the player is too far then its voxel will be deleted or something like that, a copy will be saved before it is deleted, then when the player is close enough to the player it will be, yes, something like that. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. Archives
December 2022
Categories |