to be fair, I been working with these maps in different engines for years, that was NOT noticeable for streaming at all. and it will vary base on map size and amounts of objects and tile size... So at 1608 that is normal frame rate loss …. for that set up, and again to be fair, I would of make smaller tiles. This is ONLY A guide....to get people going.
With careful level design you can hide that poping from the player. Games Like Firewatch (actually used sectr) used the climbing spot , so it load the new retain while you clime . Subnautica did that do , using the caves ( that's why portals are inside the caves ) .
So i bought this product a while back. I havent gotten around to implementing it yet so forgive me if im getting ahead of myself here. Can i use Sector to also bear the load of buildings too? So can i split up the terrain like in the video but have nested streamable homes. What i want to do is to have the terrain streamable like in the video but also the assets inside homes so when you approach a home the assets inside arent loaded yet until you get to the door?
I did this with a 8k by 8k terrain and it came out nice. One thing though is when I removed CTS from the terrains, it created lines around the terrain edges. I added CTS back, left it on and that fixed the problem. Not sure what the final FPS was because I had no idea about the counter, but it ran really smooth when I made a build. I'm trying it again but this time I'm putting more time into it's creation. Great tool!
As a player, is it really required to be spawned at "Sector - 0" first in order SECTR slices work properly? What about RPGs where you save character and probably will be loaded at different Sectors later?
Adam, if you do not mind me asking, What is the build of the PC used for the example of the 16 km map using Gaia, CTS and Sector? Also: I am wondering if Ambient Sounds can be used for underwater sounds like whales and dolphins?
Would it be possible somehow to use a LOD system with SECTR so you can load/see the entire map in front of you if you're up high enough? Like if the player is in the same tile it will load pretty assets, 1 tile away it will load less pretty version, 2 tiles away will load very lowpoly assets and so on for better performance?
Depending on your Setup - they will get loaded/unloaded, activated/deactivated with their region so you have to make sure your scripts can deal with this on/off state (No heavy Calculations in Start() or Update(), no (simple) references) - and you shouldn't use Rigidbody-Enemies I guess, otherwise they could move out of the players view and drop through the disabled floor.
@@AdamGoodrich I'm reading up on SECTR and the other Procedural World assets... Is there a floating point fix already built into SECTR or were you implying that the software engineer would need to develop the floating point fix?
Nice to see how easy it is to set up! Is it really not possible to handle a 16km terrain without a solution like this though? I quickly loaded up a 16km snow terrain with Gaia, enviro, ambient skies and CTS and didn't seem too bad performance-wise on my gaming laptop actually (although the world is more or less empty for now so I suppose that would make a big difference).
16:08 "You don't notice any kind of frame rate drop." Followed by a noticeable game freeze :D
to be fair, I been working with these maps in different engines for years, that was NOT noticeable for streaming at all. and it will vary base on map size and amounts of objects and tile size... So at 1608 that is normal frame rate loss …. for that set up, and again to be fair, I would of make smaller tiles. This is ONLY A guide....to get people going.
Dropped to 46fps on that meter.
I'm very glad you took over this project. I only have a 1km terrain but it's struggling. Can't wait to incorporate this into my project.
Hmmm... 1 km terrain should not struggle. Please reach out to our discord... maybe there is something obvious you are doing wrong.
You may not have latency, but who wants to see a mountain pop up 300 yards in the distance?
With careful level design you can hide that poping from the player.
Games Like Firewatch (actually used sectr) used the climbing spot , so it load the new retain while you clime .
Subnautica did that do , using the caves ( that's why portals are inside the caves ) .
Agreed. All games are about clever design and some degree of smoke and mirrors. We are still constrained by the limits of the underlying technology.
SilentHill Method... use smoke to hide that pop up xD
So i bought this product a while back. I havent gotten around to implementing it yet so forgive me if im getting ahead of myself here. Can i use Sector to also bear the load of buildings too?
So can i split up the terrain like in the video but have nested streamable homes. What i want to do is to have the terrain streamable like in the video but also the assets inside homes so when you approach a home the assets inside arent loaded yet until you get to the door?
Sneaky sneaky! Posting this on the last day of May Madness where these assets are 50% off. I see what you did there :)
Marketing strategy all should learn from XD
I did this with a 8k by 8k terrain and it came out nice. One thing though is when I removed CTS from the terrains, it created lines around the terrain edges. I added CTS back, left it on and that fixed the problem. Not sure what the final FPS was because I had no idea about the counter, but it ran really smooth when I made a build. I'm trying it again but this time I'm putting more time into it's creation. Great tool!
Terrain blending at edges is always a challenge.
As a player, is it really required to be spawned at "Sector - 0" first in order SECTR slices work properly?
What about RPGs where you save character and probably will be loaded at different Sectors later?
I'm wondering this myself.
There was an obvious freeze when loading the next sector. Any way you can use Sectr and not have such freezes?
Use smaller chunk size. This guide used 1k chunks, which is fairly large.
I would like to know the technical specifications of the PC you run this video
Is it possible to create a 'Select icon' to make it easier to select 'sector'? - 10:27
my character fall through ground on init, because terrain chunk loaded to long. how to fix it?
Contact support.
I want to get this but I don't need other Procedural Worlds building products. Would Sectr still work with other Terrain Generators?
Adam, if you do not mind me asking, What is the build of the PC used for the example of the 16 km map using Gaia, CTS and Sector?
Also: I am wondering if Ambient Sounds can be used for underwater sounds like whales and dolphins?
Very helpful, thank you.
Are there 2020.3LTS support coming? If, when? Need that, I got Gaia and Gena Pros.
We will look into it. Gaia Pro 2021 has large world streaming, and in next few weeks will get vegetation acceleration as well.
@@AdamGoodrich Nice... Have to try that streaming, almost all assets are ready for new 2020.3 large area build project. :)
I wonder if this plays nice with Horizon[ON]
I have not tried. Take a look and let us know.
Did it work Rodrigo?
Would it be possible somehow to use a LOD system with SECTR so you can load/see the entire map in front of you if you're up high enough? Like if the player is in the same tile it will load pretty assets, 1 tile away it will load less pretty version, 2 tiles away will load very lowpoly assets and so on for better performance?
it is possible - but you need to hand create the meshes
What happens when you actually have things going on in the scene such as enemies and NPCs?
Depending on your Setup - they will get loaded/unloaded, activated/deactivated with their region so you have to make sure your scripts can deal with this on/off state (No heavy Calculations in Start() or Update(), no (simple) references) - and you shouldn't use Rigidbody-Enemies I guess, otherwise they could move out of the players view and drop through the disabled floor.
Does this generate one type of terrain or biome, or can it generate different biomes in the same map?
Sectr streams scenes. How you create them is up to you. Gaia Pro supports multiple biomes on a map.
Am I correct in thinking that you'd need to use the floating point fix for a 16sqkm terrain?
Yes.
@@AdamGoodrich I'm reading up on SECTR and the other Procedural World assets... Is there a floating point fix already built into SECTR or were you implying that the software engineer would need to develop the floating point fix?
@@ryanloughner Yes. It is already built into Sectr.
would 64 km2 be possible?
What is your computer setup? GFX card? Ram? CPU? I can tell you a RX 580 with 4GB is not cutting it.
i wonder, this asset can handle a 900.000u terrain?
Original SECTR developer is no longer working on this and SECTR is handled by the new team?
Yes
Nice to see how easy it is to set up! Is it really not possible to handle a 16km terrain without a solution like this though? I quickly loaded up a 16km snow terrain with Gaia, enviro, ambient skies and CTS and didn't seem too bad performance-wise on my gaming laptop actually (although the world is more or less empty for now so I suppose that would make a big difference).
It all depends on the game and how much you put into the scene. Sectr gives you options.