- Edited
Jesusemora I don't think it will instantly fix your fps, but it will certainly help.
Yea it didn't fix it. I tested by replacing the terrain with godot's built in plane mesh with just one color.
I just got the result.
Without terrain:
With terrain:
The result is almost the same as before. I don't get it, why is it only the terrain?
The other gridmap (obstacles) has more materials, more vertices, and more of them but it's very light.
The vehicles and platform combined also is more and they are moving.
The only difference about terrain is that, they are wide/long. They are so wide that each edges went out of screen.
This mysterious puzzle is very confusing.
Jesusemora how many materials are in the scene? and are the objects individual nodes?
I'm not sure.
Each mesh type have it's own material (the setting is the same, only the texture are different). But for the terrain, even if they only use one material, performance didn't improve at all.
For total maybe it's 11 terrain + 6 cars + 21 landmark + 11 obstacle (unwalkable part in the gridmap) + player + rare enemies
so above 55 materials.
Jesusemora the artists can also reuse parts with this method, resulting in many variants of an object using a single texture.
I wish he can do that. We are at the mercy of qubicle and magica voxel, our artist can't model in blender. He doesn't even know what UVs are. And I also don't know how to combine these mesh to use 1 texture except with the help of TexturePacker3D.
With TexturePacker3D, we tried to pack just for the terrain to one texture (then used in one material), no performance improvement. We haven't tried to do it for all meshes since it didn't improve anything. TexturePacker3D only support fbx so it's also a pain to import. (meshes need to be rotated and scaled)
Maybe we will try it when we had given up on terrain.
We are all still focusing on this gridmap terrain thing because just like in the screenshot, the terrain is what prevent us from getting 60fps. At least that's what we believe.