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ENVIRONMENT IN LARGE SCALE.

Project Overview – Environment Optimization Demonstration
This project was created to showcase the optimization of a large-scale environment spanning several kilometers, running at over 60 FPS on a 4K display.
Hardware Specifications:
Intel Core i5 (13th Gen)
128 GB DDR5 RAM
NVIDIA RTX 4060
The scene utilizes Nanite, World Partition, and a technique known as Level Instancing. This method involves creating dozens—or even hundreds—of maps, each containing hundreds of assets. These maps act as large modular packages that can be added to a scene and treated as single objects by the engine. This greatly improves organization and performance.
Even with this optimization, the current scene contains 27,000 objects. Without Level Instancing, that number could easily exceed 1 million objects, which would severely impact performance.
In more focused tests, the environment ran smoothly at 115 FPS on a Full HD monitor.
Based on these results, I believe this system could serve as a strong foundation for a more specific project in the future—whether it's a space flight game or a realistic and optimized cinematic rendering.
That said, integrating a character into this environment would still be somewhat complex. The world is not perfectly scaled, and issues with locomotion remain.
However, I firmly believe it is entirely possible to develop a PCG (Procedural Content Generation) tool within Unreal Engine to generate highly detailed, modular sections of the environment. These would include terrain optimized for light and fluid movement, and potentially make use of plugins such as Voxel Plugin (https://www.fab.com/listings/4f9c8104-1f2b-42c3-b167-85ea589a8b3b)
world partition: (https://dev.epicgames.com/documentation/pt-br/unreal-engine/world-partition-in-unreal-engine)
Nanite: (https://dev.epicgames.com/documentation/pt-br/unreal-engine/nanite-virtualized-geometry-in-unreal-engine)