Original Post
Hi all I'm using DX9, unmanaged c++ and my current hardware is an NVidia 8800GTS, 2gb RAM and an Intel Core 2 Duo 2.5ghz processor. My terrain is 4096x4096 and features a Crysis-style LOD technique (see Crysis in wf mode). For the most heavily detailed areas, I can draw the frame in under 3ms going down to 0.5ms for less detailed areas, so frame rate never really drops below 300fps in 1920x1200 and generally on average is around 400fps. I'm using a vertex shader to combine height and xz vertex streams, and the pixel shader for some basic 3-texture splatting and I'm not rendering anything else. The CPU is also used as the index buffers for the patches are locked and unlocked each frame (I don't want to use vertex textures yet). At the moment, the memory footprint is around 115megs and my limit is 512. My question is, at what point should you stop trying to optimize the terrain? I know it's a question that probably requires more parameters, but at what point do you say "the terrain is rendering fast enough now to move on to the next part of the game"? (which for me is probably more flexible multi texturing). Eventually, the game will have some instanced objects (trees probably) and a few characters but nothing else really overly graphics-intensive. I feel like it is fast enough (I'm aiming for 60fps or 16ms drawtime) and that the LODS change in the correct places (it all looks pretty realistic). I'm guessing the answer is that if the rest of the game is done and it's not fast enough, go back and further optimize the terrain, but I just wondered if there was any opinion on what's acceptable for terrain-only rendering. Can anyone post some fps figures for comparable terrain size/hardware configuration? Thanks in advance.