3d tile map - performance

Godot Version

4.5.1 stable `

Question

Just realised how badly it looks in distance and affecting performance.
Used tiles from Kaykit 4x4 turned into grass colors , the thing is if I want cover 2000x2000 need a lot of tiles , pre-made meshlibrary with simple convex collision and then just filled it , but it noticeably performed worse then simple plain .

Also during placements of other assets sometimes I had error floor can’t be found which after adding and removing plain fix it self :thinking:.

Is it better than to just use Blender made terrain for performance then 3dtilemap for larger areas ?

Setting of simple terrain from blender

Tile map - here drops fps and only thing different is floor

It’s always better to use one object than multiple objects.

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This is where optimisation is important, if you have the whole map in blender, I’m sure you could have everything as one model, for the terrain and trees, then add buildings that can be interacted with as nodes in Godot, also if each building has complex collision it might affect performance.

In addition to this you could add a “render distance” system which hides objects that are far away

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Godot already has this built in for mesh instances.

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You’re right

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