12 000 independant grass meshes resulting in ruffly 100 000 Tris 512x1536 Mip mapped, exported as 1 object. (4 grass types in one image) makes for decent variation can easily be improved upon.
Maxed graphics no lagg.
5000 Regular grass statues (8 tris) =40 000 placed one by one (the traditional way) 128x192 Mip mapped. looks very repetitive bad coverage minimal customizability.
maxed graphics, more or less constant fps drop
Anyone know a way to get numbers how much performance diffrens certaing things do? I dont know if others have been testing stuff like this beffore, I cant think of any drawback in performance result or time. eager to hear what others have to say. I'm a complete newbie with this kind of stuff
Sorry if this in the wrong thread but I think a lot of others will find this interesting as well
This is looking sexy asf you've made this track one of a kind!