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Support more region sizes #77

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TokisanGames opened this issue May 25, 2023 · 5 comments · Fixed by #447
Closed

Support more region sizes #77

TokisanGames opened this issue May 25, 2023 · 5 comments · Fixed by #447
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big terrains Issues that need to be addressed for big terrains bug Something isn't working
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@TokisanGames
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TokisanGames commented May 25, 2023

Edit:
Changing region_size broke existing data. And no other size even worked, so I disabled them all except 1024 in ebf9df0.

Now let's get all the other sizes working again and look at much larger spaces like up to 2048 regions (45 square) and up to 2k or 4k region sizes. See #77 (comment)


Changing region size should not change the data at all. It should only change the size of the regions, represented as white boxes in the images below.

Instead it gives all sorts of artifacts:

  • The data on the region map loses order, some sections appear split and move around
  • Some data gets scaled laterally, some is flattened vertically
  • Terrain normals are not recalculated afterwards
  • The total size changes, rather than only the regions changing with the same data.

It may be as simple as running some update functions after changing region size.

4k x 2k @ 1024 region size

image

Change to 2048 region size. The total size is 2x as large. Instead only the white boxes should be bigger. That "mountainous" section in the top left between the split peaks is actually flat. But the normals make it look like there are heights there.

image

Changing to 512 region size and everything got smaller with less resolution. The data should remain the same, and the only difference we should see is the white boxes getting smaller.

image

@TokisanGames TokisanGames added the bug Something isn't working label May 25, 2023
@TokisanGames TokisanGames added this to the Polished Version milestone May 25, 2023
@TokisanGames TokisanGames moved this to Low Priority in @Terrain May 25, 2023
@TokisanGames TokisanGames moved this from MVP Release to Beta Release in @Terrain Jul 4, 2023
@TokisanGames TokisanGames modified the milestones: Polished Version, Beta Jul 4, 2023
@TokisanGames
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TokisanGames commented Jul 15, 2023

Actually, none of the region sizes work without producing a ton of error spam in the console. PR should fix all region sizes started from scratch and changing sizes and adjusting data.

ebf9df0 limited region sizes to 1024 only for now.

@outobugi
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outobugi commented Jul 17, 2023

The size should only be set once. We have discussed about making a creation menu which would force the user to save data as .res and select a region size etc. It makes no sense (to me, at least) to have a different regions size and constant map size. Sure, it would reduce the pixely look on smaller sizes, but on larger sizes the pixeliness increases. (e.g 4k region and 1k texture)
One pixel is one unit and I think we should keep it that way.

@TokisanGames TokisanGames changed the title Changing region_size breaks existing data Support more region sizes Jul 19, 2023
@TokisanGames
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TokisanGames commented Jul 19, 2023

Per this discussion with @wojtekpil, we can experiment with much larger spaces:
https://discord.com/channels/691957978680786944/1065519581013229578/1127936984053186600

Opengl 3.0 requires 256 layers. Each layer has it's own independent max size. So even in opengl 3 we could do up to 256 16k^2 layers. At 2k, 4, 8, 16k, dimensions are: 32k, 64k, 128k, 256k.

Opengl 4.0 and the vast majority of modern cards support 2048 layers. And 96.3% support 16k textures, 25% 32k textures and in the next few years more cards will support that (even GTX 1030 from 2017 supports it!).

So we should support up to 2048 layers (45 x 45), and region sizes at least to 2k or 4k, maybe up to 16k and let the user decide.
At 2k - 16k, dimensions are: 90k, 180k, 360k, 720k per side.

2048 layers at 32k each, which a GTX 1030 technically supports, would be a max terrain size of..... 1.47M by 1.47M! That's only 8.8TB of VRAM for one RGBA texture.

@TokisanGames TokisanGames added the big terrains Issues that need to be addressed for big terrains label Jul 25, 2023
@TokisanGames TokisanGames moved this to Beta Release in Terrain3D Roadmap Aug 21, 2023
@TokisanGames TokisanGames moved this to Beta Release in Terrain3D Roadmap Sep 19, 2023
@TokisanGames TokisanGames moved this from Beta Release to Stable Release in Terrain3D Roadmap Sep 19, 2023
@TokisanGames TokisanGames modified the milestones: Beta, Stable Sep 19, 2023
@amelkor
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amelkor commented Oct 3, 2023

Would be great to have smaller region sizes as well, that would perfectly match our terrain tiles which are size of 256 (in Unity, currently looking for the ways to port the terrains to Godot)

@TokisanGames TokisanGames moved this from Beta Release to Stable Release in Terrain3D Roadmap Oct 3, 2023
@TokisanGames
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You can import any size terrain, <64-16,384 (though only ~90 regions can currently be saved to disk #159).

If you want to have it look smaller, you can achieve that now in the shader. Look at the tips page in the wiki to cut off drawing outside of the regions. You can change that conditional to cut off vertices outside of exact coordinates. Will still use memory and vram for 1k, but you'll save pixel draws.

@Dekker3D Dekker3D mentioned this issue Aug 4, 2024
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@TokisanGames TokisanGames self-assigned this Sep 15, 2024
@TokisanGames TokisanGames modified the milestones: Stable 1.0.x, Beta 0.9.x Sep 23, 2024
@github-project-automation github-project-automation bot moved this from 0.9.3 to Done in Terrain3D Roadmap Sep 24, 2024
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