Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Some side notes: what optimisation steps have you taken? Did you place trees by hand (use GPU instancing on the materials for the tree), or did you mass place with terrain (check the materials are GPU instanced anyway)? Did you bake occlusion culling? What are the settings you used for occlusion culling? Smaller numbers mean better performance with occlusion culling settings.
Do your meshes have LoDs? If they don't, add LoDs to make sure they disappear when they are sufficiently distanced away to remove GPU overhead.
2) proof of concept of what? Proof of what? A proof of concept is a proof of something working or existing, so what's this a proof of?