Operation: Harsh Doorstop

Operation: Harsh Doorstop

Boreal OilFields
Showing 11-12 of 12 entries
< 1  >
Update: 12 May, 2024 @ 10:45pm

v. 1.1 Optimization Changelog: (with assisstance from others)

- Moved all meshes to a new Geo sub level
- Baked HLODs
- Set Culling Distances for all meshes and foliage
- Replaced background trees with Imposter baked trees that are forced to that LOD
- Adjusted imposter material to better blend with foreground colors and lighting
- Set culling distance on landscape spline meshes, roads, and train tracks
- Lowered AO on skylight and post process volume
- Turned off Volumetric lighting influence
- Broke up large mereged meshes into smaller meshes and reduced overall material slots
- Duplicated and LOD Biased the Sky texture as it was using too much memory
- Re-imported field grass meshes and reduced the amount used in the level
- Reduced the amount of individual water mesh tiles used
- Added refelection captures and baked reflections
- Added logic for AO Occlusion to Level Blueprint, this helps reduce the shimmering effect on meshes
- Adjusted grass material with better settings to reduce shimmering and lighting issues
- Painted Remove Foliage layer under all buildings as the player will never see that grass and it would add needless triangles
- Replaced several merged meshes with their individual meshes to better control drawcalls
- Reduced overall Mesh memory by 500mb, and Texture memory by 400mb (On the next update of base OHD, several more texture tweaks will take effect that will reduce memory usage even more)
- Created new Landscape Layer Info assets so they are not referencing from other plugins

-Additional repaint of Landscape
-Repaint Forest, bushes and flowers
-Change lighting and colorbalance
-made mud materiels look wet
-Added puddles to landcape
-More small tweaks.

Update: 28 Apr, 2024 @ 4:00pm

v. 1.0
-Initial release.