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Bizarre Terrain-Drawcalls inconsistency?
Hi
Working with a 1k x 1k terrain at 513 resolution, I noticed that the Draw Call count had become very high at around 900 (at a a particular camera location where most is visible). I suspected this was wrong, so I replaced it with an identical new terrain, and saw the draw calls drop to about 350.
This is what I did:
Removed everything from the scene except the terrain, with 1 directional light, 1 fixed camera, no details/trees on the terrain, 1 splat texture across the whole thing. Exported a height map, then re-imported it so I knew I had an exact reference height map: 900 Drawcalls
Next... Disabled the original terrain in the inspector. Created a new terrain of identical size/resolution/position, imported the saved height map, and added the single splat texture. Visibly and in every other way it is now an identical scene: 350 Drawcalls!
The whole process is repeatable. Can anyone suggest any possible explanation for this huge difference in performance across 2 identical terrains?
Thanks.
Hmmm... after some more experimentation, I can see via the wireframe that a terrain that has smooth flat sections, still has a high subdivision level in those places. I'll report a bug (unless anyone has a better explanation), as it seems a terrain that has been edited a lot can retain some unnecessary high-detail data for parts of the mesh that no longer require it. $$anonymous$$aking an identical terrain by swapping out a heightmap, fixes it.
$$anonymous$$inda old thread but wondering if FourSheds final discovery is true? I have a terrain that has got slower and slower over dev time, and need all kinds of issues fixed. Im willing to try EVERYTHING!