Fantasy Adventure Environment Documentation

Fantasy Adventure Environment
Author: jonathan
Version: 1.3.1
Dated: 30 May 2017

Performance Guidelines #

This environment pack was produced for desktop/console platforms, as such the visual fidelity does not come very cheap. Development was done on a laptop with an i7-4700HQ, a GTX765M (comparable to a desktop GTX650) and 8GB of RAM, where the demo scene performed around 40-70fps. On machine powered by a GTX960 it performed around 120fps.

At this time of writing, the average framerate in the downloadable demo is 93 FPS, across +850 reports.


All shaders support GPU instancing, which is available since Unity 5.6. It sees a huge performance improvement. Be sure the “Enable Instancing” checkbox is ticked on the used materials. Using a system like Vegetation Studio is highly recommended.

It’s important to know that Static Batching has been disabled on the tree prefabs. Otherwise GPU Instancing will fail to work.

Occlusion Culling

Also note how in the demo scene, the line of sight is broken at several points:

This is beneficial for Occlusion Culling, which avoids rendering objects that aren’t visible. Thus, reducing the rendering overhead.


Increasing the “Pixel error” value in your terrain settings, also has a huge impact on performance.

Be sure the splatmap (referred to as “control texture” in the terrain settings) is not set too high. If you need a higher resolution it’s advised to split the terrain up into multiple pieces. Rather than using a single 2x2km terrain with a 2048px splatmap, that would be a huge performance killer.

GPU instancing will be disabled for objects painted as terrain trees when light probes are enabled for them. So be sure to disable this in your terrain’s settings.

Vegetation Studio

This package is something I cannot recommend enough if you plan on having a vast amount of vegetation. It fully utilizes GPU Instancing and culls all vegetation with minimal overhead (much faster than Occlusion Culling). All the FAE shaders are supported by this package.

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Last updated on April 3, 2018
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