z80 Make sure that all your tree resources (mesh, material, shader) have "local to scene" disabled. Otherwise they will be duplicated with each instance. This may cause hiccups if large number of instances is created in a frame, as all vertex data needs to be duplicated, and each shader recompiled.

Btw. which version of engine are you running this in?

  • z80 replied to this.

    xyz Make sure that all your tree resources (mesh, material, shader) have "local to scene" disabled. Otherwise they will be duplicated with each instance. This may cause hiccups if large number of instances is created in a frame, as all vertex data needs to be duplicated, and each shader recompiled.

    Btw. which version of engine are you running this in?

    Each tree is a glb scene file. It's ~ 2.9Mb. I didn't intentionally turn on "local to scene".

    Currently it is 4.0.2 version. But I used to be on 3.5.2. But I don't really feel the performance difference.

      z80
      Are you using MultiMesh for the trees?
      If not maybe it could help out.


      I (almost) successfully converted to Godot 4.
      It was quite confusing trying to fix this project, since I didn't touch it for more than a half year.
      Didn't help I didn't comment anything. Damn you past me! 💢

      I turned off the foliage and structures since I want to redo those systems later.
      I also did some other tool and export related changes, so it's easier to configure how I want the generation to be.
      Now I can also see the world in the editor, very convenient. 😎
      I just have to work on the biome generation and then the world generation is kind of done, ignoring foliage and structures.
      As a side note, the caves are pretty nice.

      I am very interested in this sort of thing, it's going to be up to us front end types to show off exactly how powerful Godot 4 really is.