That's great to hear Stegei... obviously when building a map your always having to make some compromises, so to be able to not have to make as many compromises allowing for more detail visible further away is a good thing, particularly tree LODs, particularly for more open maps.Stegei wrote: ↑Fri Sep 10, 2021 9:12 am chedly_farms & BulletBill, we made a huge improvement in rendering performance of trees and other small replicated objects. Along with the other general performance improvements and the occlusion culling, I expect mappers to set the clip distances further for many more objects.
It of course can still make sense to individually tune the clip distances for every object based on what makes sense (like using a larger clip distance for the border buildings of an area and use lower ones for the things inside that will mostly occluded by the outer buildings (our occlusion culling is fully conservative, so that it will only remove objects if they are for sure not visible by a single pixel. So if you want some performance/quality tradeoff, you still might want to tune those distances). But it will be much less important, especially for the tree lods.
With the Occlusion culling, I'm assuming this is an option or collision mask value we add to a model mesh (building) in GE?