Optimizations
Planet Forge comes with a number of options to balance quality and performance.
Planet Surface
The planet surface has a number of settings that can adjust the generation and rendering performance.
Adjust the LodBudget setting
This approximately controls how many seconds per frame can be spent on updating the LOD. By default this is 0.001 (1ms), but you can decrease this if needed. LOD will take time when moving fast relative to the camera distance to the planet, and if the LOD updating takes longer than the budget, then any remaining LOD calculations will be done in the next frame.
Adjust the LodSteps setting
This approximately controls how many LOD chunks can be created per LOD update. By default this is 30, but you can decrease this if needed. LOD chunks will be created when you approach the planet, especially when near the surface. LOD chunks are partially generated on the GPU which has some overhead, so you may encounter some slowdown with a higher LodSteps setting.
Landscape Bundle Sharing
The planet surface is textured using the SgtSphereLandscape component's Bundle setting (SgtLandscapeBundle component), which contains all textures used to generate the planet.
To simplify the Planet Forge demo scenes, each planet has its own SgtLandcapeBundle component attached to the SgtSphereLandscape GameObject. This bundle contains the textures used to make that planet. However, if you duplicate this planet then you will now have two identical planets with their own bundles. This means you will have twice the bundle memory usage.
In this scenario, it would be possible to halve this memory usage by making a prefab of the bundle, and making both planets use the same bundle.
If you have a more complex scenario, like multiple planets that use different textures, then you would need to create one bundle that contains all of the shared textures.
Landscape Bundle Memory
The planet surface is textured using the SgtSphereLandscape component's Bundle setting (SgtLandscapeBundle component), which contains all textures used to generate the planet.
All of the height textures that come with Planet Forge that are used in the HeightTextures list of the bundle are 4096x4096 resolution with the R16 bit format.
If your project doesn't need such high precision textures, then you can change the texture import settings of the height textures to use Format = R 8. This will halve the memory usage of the bundle.

All textures in the HeightTextures list must have the same R 8 or R 16 bit format.
If your planet doesn't need such detailed textures, then you can change the texture import settings of the height textures to use Max Size = 2048 or 1024. If you go from 4096 to 2048, then the memory usage of the bundle will be quartered.

All textures in the HeightTextures list must have the same size.
Render Resolution
The planet sky and cloud render resolution can be adjusted.
Keep in mind higher Downscale values will change the visual quality of the sky and clouds, for example:



Cloud Resolution
Another optimization is the resolution of the cloud texture.
Sky Detail
Another optimization is the ray marching density of the sky and clouds.
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