Nanite is specific to Unreal and various engines "can be effective indeed," but data compression triangulation is an alternative. My engine surpasses this type of algorithm in virtuality, "spherical cloning without loading." For example, for automobiles, it's a matter of switching to an antigravity system.
I'm not blaming the world of 4 wheels, "yet prehistoric" ;-)
LOD is the old principle that everyone knows, well, almost everyone.
I mentioned it above, which is why I'm talking about triangulation for this type of game. No longer seeing what we see, "the logic," e.g. You go through your door and you no longer see your interior, you walk down the street and your house now disappears...
Wildlife is an open world. Basically, behind the mountain there's nothing. You fly away and LOD (Load Loss), Nanite becomes effective. That's not the case, but the opposite. I don't understand? You move forward and everything slows down.
The texturing is therefore faulty. Does my answer suit you, jpaul1?
I had already discussed this problem on the forum. Adeptus must have noticed it, they did it. Well, almost, the materials now have a remover. But not an autoremover... I'm convinced the problem is related to that and poor polygon processing. You'll see, my friends.
Another proof: import an object the size of a large map; it reacts better, but the materials are sometimes multiplied a lot.
Wildelife reacts better on a texture map per element. My Karnak project has a map per object and solves all the problems, including loading, FPS, memory load, etc.
You understand everything now.
squall cross lionheart;
Hello, every 2 months apparently