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Content Optimization - UNIGINE Editor 2 Essentials

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Oct 10, 2018
16:53

In this tutorial: 00:00 - Introduction 00:39 - Managing Levels of Detail (LODs) 02:41 - Using impostors to replace geometry at long distances 03:37 - [OUTDATED] Combining various nodes into World Clusters 04:45 - Combining identical meshes into Mesh Clusters 05:44 - Using World Clutters to scatter various nodes 06:18 - Using Mesh Clutters to scatter identical meshes 06:56 - Optimizing vegetation rendering using Grass impostors 07:36 - Using Occluders (Box, Mesh, and Terrain) for geometry culling 09:47 - [OUTDATED] Using Sectors and Portals for geometry culling in indoor and outdoor areas 10:47 - Using Hardware Occlusion Culling 11:42 - Optimizing effects and interactions via bitmasking 13:58 - Combining groups of nodes into World Layers to optimize loading and memory usage 14:53 - Using Switchers for distance-dependent node visibility management 15:10 - Spatial trees and optimization, using related flags 16:09 - Performance profiling

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Content Optimization - UNIGINE Editor 2 Essentials | NatokHD