Performance Benchmarking 2

Daniele
2 min readMay 12, 2021

--

Terrain LOD and impact on performance

Baseline Process

Baseline is built from the ground up in the following order:

  1. HD Terrain tile with default Microsplat terrain.
  2. LD Terrain tile with same Microsplat terrain and lower tri count
  3. Streaming full terrain with HD / LD tiles
  4. Full (non-tiled) HD terrain for comparison

HD Terrain tile with default Microsplat terrain

Scene used to profile tile
Collapsed: not used
Resolution for test

304 FPS (confirmed also in build)

64k tris

LD Terrain tile with scaled-down Microsplat terrain and lower tri count

340 FPS (confirmed also in build)

22k tris

Streaming full terrain with HD / LD tiles

220 FPS

336k tris

Full (non-tiled) HD terrain for comparison

210 FPS

249k tris

Conclusions

Slicing doesn’t seem to bring any significant benefit to FPS as most of the GPU processing is happening in the close distance and Unity Terrain already does a good job at LODing the farther terrain sections.

The main area of gain is optmisation of MicroSplat

Sign up to discover human stories that deepen your understanding of the world.

Free

Distraction-free reading. No ads.

Organize your knowledge with lists and highlights.

Tell your story. Find your audience.

Membership

Read member-only stories

Support writers you read most

Earn money for your writing

Listen to audio narrations

Read offline with the Medium app

--

--

Daniele
Daniele

No responses yet

Write a response