On 3/29/2024 at 4:24 AM, faatal said:Yes, any entity being drawn in the world decreases performance whether dead or alive, so removing them is also good.
Are there any performance options in Unity Engine for skeletal meshes? Is this bound to physics/rendering? In unreal we use frame slicing for our entities based on their distance, maybe this could be used too?
I myself have a fairly beefy pc but the AIs lag so bad even on RTX with 16 gigs (on 64 horde max)... I would say this is more of physics/game logic related rather than the rendering itself?
Like... how much of this stuff is routed through tick managers/separate threads? Do AIs share pathing data (I partially think they do, but that is just a quess)
Were there any tests done with higher numbers of entities?
I would honestly put this as my #1 priority because the gameplay becomes just horribly bad when it comes to massive hordes and it really breaks the immersion for me
For example days gone handles this great way, you can have hundreds of them attack you. I mean there is no landscape deformation, the AIs mich have bit simplified collisions/lower freq physics but you have to take into account that the collision cooking in unity is not as bad as it is in unreal engine, so i think with block/landscape changes it should still yield fairly acceptable results.