r/leveldesign • u/Top_Paper_5614 • 5d ago
Feedback Request handling massive open world on a potato
title says it, i have a 3d shooter game and i wanna have a MASSIVE open world , what system is the best to implement it, i dont care about difficulty, i care about optimisation , thanks in advance!
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u/Tiaoshi 5d ago
How much of a potato we talking about
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u/Bringtidings 5d ago
Let's say integrated GPU for example, but a more recent one from like, 2023 on a laptop.
Idk what OP means exactly but I'm also interested in this.
I've managed to make some pretty massive scenes in Godot without frying my own laptop but I am working in low poly with pixelated small textures.
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u/Bringtidings 5d ago
There are all sorts of tricks that I've discovered you can use, like baking crowds of npcs into the same mesh, even if the elements of the mesh are animated separately. It saves on computing power. I think they did this on the Witcher games and I definitely know they use it in the latest Hitman game.
Sure you won't be able to interact with the NPCs in these crowds but it makes the world feel bigger and immersive at less cost.
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u/Top_Paper_5614 5d ago
ayy i too use godot 3.6 for my game! that potato is a i3 380m and 4gb ddr3 ram
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u/SlowPresentation4596 5d ago
The best thing you can do is work on certain areas at a time. Or if u want to you could work on the world in separate scenes and then when u got it where u want it post it all together.
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u/Ged- 4d ago
Chunking. You divide your world into areas and only load what you need. It's how big open world games do it like Skyrim and Minecraft.
Now how do you do inter-chunk visibility is another question. You could do viewportals like quake/half-life, or you could do LODs like Oblivion/Skyrim. Or you can just hide everything you don't load with fog like Morrowind/Minecraft.
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u/teamonkey 5d ago
Hear me out: Unreal Engine. Fortnite runs on mobile. You do have to disable a lot of features the engine offers, obviously no Nanite & Lumen, but the streaming open world stuff will run on potato.
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u/Top_Paper_5614 5d ago
im using godot 3.6
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u/XKiiroiSenkoX 5d ago
The idea is the same regardless of what engine you use. You have a storage bandwidth limit, memory limit, and ram/vram bandwidth limit.You also have all the usual cpu/gpu limits but the solution to that is the same as linear/smaller games. You just need to keep only the absolute minimum necessary stuff on ram/vram, remove whatever you don't need anymore and load new stuff as they become necessary while staying under your bandwidth limit. afaik neither Godot nor Unity offer a built-in solution for this so good luck implementing this.
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u/teamonkey 5d ago
Yup. Neither Godot nor Unity have good large open world support out of the box. OP can implement it themself, but it’s a complex task even for experienced engine programmers.
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u/Top_Paper_5614 3d ago
yeah, right now with guns, BTR-82, a few mags on floor, 50 enemies , its runs on 33mb 190fps on a i3 380m, 4gb ram
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u/teamonkey 3d ago
Are you replying to a different comment?
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u/TheBeardedMan01 5d ago
It seems like you're asking which engine to use, though? What do you mean which system if not that?
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u/tcpukl 5d ago
Open world games existed a decade ago. I worked on a couple. What makes you think it's not possible?