I am creating a low-poly, stylized game with my team. This game is going to be a hangout game with a variety of activities and fun mechanics to do whilst just enjoying the scenery and talking to friends.
I want to be able to have a decent balance of performance and quality for all players.
If this means I can enable some sort of render-fidelity to ensure better performance then I will.
My goal at this time is to start working on foliage. We are going to have about 1/3 of the map be forest. I don’t want the forest to be too dense, and the map isn’t that big as it is now.
Resolution I’m Trying to Achieve
I have a collection of a variety of different trees that range from 1k - 4k tris each tree. (This includes both leaves and the trunk a whole).
it’s not even the tri count that i’d be worried about. its the transparent materials which can cause overdraw, which will reduce fps, especially on mobile devices
this wouldn’t be that much of an issue if roblox implemented alpha scissor/hash, instead of the current implementation where the pixels have to be blended
you should create a custom LOD system that lowers the density of the leaves based on the quailty slider, the device their on, and based on distance
you already have a good idea on not making the forest dense
I am interested in just learning new things, haha.
Also,
Would this reduce its fidelity in the planes and textures?
Sorry if i sound silly asking these questions. I’m fairly new to how a lot of these systems work and optimization tactics.
Willing to learn as much as possible, so i appreciate your feedback!
this wouldn’t be that much of an issue if roblox implemented alpha scissor/hash, instead of the current implementation where the pixels have to be blended
I am interested in just learning new things, haha.
transparency here is done with alpha blending, whitch means that a pixel’s final colour is determined by the transparent material’s colour and alpha, plus the colour rendered prior. you have nice transparency , but at the cost of more pressure on bandwidth due to performing alpha blend – read the pixel, apply alpha blend with the material and the pixel’s colour, write back the pixel, and repeat for how many overlapping transparent materials present on the pixel
with 1bit transparency methods (alpha scissor & hash), now the transparent materials will render only the opaque parts and discard the transparent ones (only draw when alpha is equal to 1 or dont draw at all), renders much more faster because alpha blending is not done
Would this reduce its fidelity in the planes and textures?
Sorry if i sound silly asking these questions. I’m fairly new to how a lot of these systems work and optimization tactics.
Willing to learn as much as possible, so i appreciate your feedback!
get rid of the planes completely, like just get rid of them based on far the trees are from the player, and show them when the player is close. you can adjust the threshold based on the graphics quality slider and based on the device their running on