UE 5.3 - Medieval Survival RPG - Open world map

threw together a map using an old heightmap, used PCGs to generate all the foliage/rocks which are mostly all harvestable with interaction ability or damage from specific holdables (axe/pickaxe ect) UDS carries with nice atmospherics, saved me a bunch of time making yet another sky solution still sorting out the performance and cleaning up visuals like lumen/anti-aliasing, my pc is pretty ancient now and this was just some impromptu play-in-editor recording, when packaged i atleast dont dip below 60-70fps in the same areas on avg, which is decent but adding 30-50 characters all animating pushes that back down a bit, so optimization is pretty much always on my radar as far as server side optimization goes im a bit less concerned due to the nature of how im designing my systems which have relatively low framerate dependency (melee attacks for example has no reliance on runtime animations, its all pre-calculated in editor and synchronously executed during attacks), with my current setup i can fit a few hundred characters comfortably on the server simulating in varying states of optimization (based on nearby players) combat mechanics hold up very well down to 10-20 server fps, and *sorta* function in the single digits but thats an extreme case, suffice to say i can shove a shitton of characters into the game all at once ontop of a lot of players and it should still play okay (as long as i concider replication overhead aswell and play it smart xD)
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