A short week of optimization:
First, the grass was still far too heavy. A manual decimation allowed me to bring it down to 473 triangles instead of nearly 2000.
I also fixed the terrain and culling issues to get under the 6 million polygons mark (though I still have some areas at 10M).
I also noticed that the caustics from the Water Surface were adding 150K polygons. I removed them for now.
This week I also made a build for the Steam Deck.
I lowered the graphic quality and removed post-process effects on the console for now.
With all that, the game on the Steam Deck currently doesn’t drop below 55 FPS. That’s a good sign, even though scenes will inevitably get heavier over time.
No major development work, but I still made good progress on the project.
And I also worked on content for the Meshy Partner program, which I’ll talk about when the time comes!