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= ~53 ( 63) MB  
+ Texture Arrays 
Terrain – 
memory footprint 
5 clipmap levels, 1024x1024 window size 
elevation + normal + control map = 30 MB 
color map = 12 MB 
vertical errors map = 327 KB 
shadow map = 10 MB 
+10 for meshes casting terrain shadows 
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Vegetation - 
Using SpeedTree Forest library for culling and LODing 
oShared culling grid for all tree types 
oSeparate culling grid per grass type (grass layer) 
various cell sizes and draw distances 
Track grass visibility cells as they come in and out of view 
oPopulate newly visible cells in two steps: 
pass prebaked instances 
generate and append dynamic ones 
oUpdate instance buffers 
Introduce a vegetation brush resource 
owraps a set of vegetation types along with their densities and scales/scale vars. 
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Grass/debris - 
Distribute procedurally because 
o… instances take a lot of memory 
o… painting takes a lot of time 
Match terrain material 
Make it look diverse 
Allow for masking out 
Make it fast 
oCPU or GPU? 
Grass/debris – 
distribution overview (1) 
Assign brushes to terrain materials 
ograss types from those brushes become auto-distributed 
omany to many relation 
o~10 types are auto-distributed on our levels 
When a grass cell comes into view, lookup the prebaked occurrence map 
oeach auto-distributed grass type has one 
oif bit is not set -> skip the cell processing 
o125kB per map given 100 m
cell size on a 10km
oSkips almost all the work compared to the uncooked game 
Grass/debris – 
distribution overview (2) 
●For a given cell, perform a number of iterations 
○pick a spot within cell’s bounds 
○verify if the type is assigned there 
○compute background/overlay visibility for that spot 
■replicates terrain PS behaviour, but with vertex-level precision 
○consume the amount of “attempts” based on brush settings 
●Optimize by rendering a grass map after a clipmap update 
○fetch instead of the normal map and avoid most of the computation 
Grass/debris – 
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