Hi:

We made a similar project (look at cavacan screenshots on crystal
website). Our solution was use a lot of terrain objects (66) with only one
texture per terrain(no  material map). We get a "decent" speed (30 fps
almost all the time) But with this solution we got problems in the unions
of the terrains object (one terrain at one lod level and another terrain
at other level makes appears holes) so we use lower lod values (so almost
all the time we had the same lod level in all the terrain objects) and it
goes over 20 fps but that works for us.

We have 66 textures of 2048x2048 px (using DDS speed up a lot the loading
time) and the terrain was the "El Hierro" Island size (thats 30 Km X 25 Km
aprox.) with a heightmap of 3000x3000 points (one point every 10 meters)

We are now working in a new project for even bigger terrains and we are
now fighting in how can we made to load and unload a lot of texture
more... in a few months maybe we have a better solution :)

If you have any question... just ask :)


> hello
>
> our project needs and is using huge terrains (over 4km).
> therefore I used:
> terrainmaps with 2049px.
> materialmap with 2048 / 2049px.
>
> problem 1)
> the size of the material map is fixed to a resolution of 512px.
> so I changed this value to 2048:
>
> CS/plugins/mesh/terrain/brute/brute.cpp: 222:
> res=2048;
>
>
> problem 2)
> the frame rate with such a big material map is very slow!
>
>
> any suggestions how to speed this up?
>
> kind regards
> mathias



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