Large 3D games have certain methods used to make sure they can run on all hardware, naturally large games can be taxing on hardware and so techniques known as culling methods are used to make sure that game performance isn’t an issue.
Baking or static baking is the process of setting the game engine what is an active dynamic object and what will remain static, the engine automatically assumes that all game objects are dynamic and so is checking every frame for movement or changes with every object, this means that the objects have to be called and checked every frame that the game is running. This is an ineffective way to have game objects function as naturally most objects in the game are stationary such as the walls floor and buildings, to fix this we set objects to static and this tells the game engine that object won’t move and will not need to recalculate any algorithms such as shadow and light on that object after the initial launch, taking these calls off the engine is a great way to increase performance
Occlusion is the method of rendering only what’s on screen at a time, normally a game renders all the information in the game and although fine for small scenes were there are few assets, in a game like this everything being rendered at once is enough to severly impact the game performance, we used occlusion to make sure that only what’s on the camera is being renders and everything else is set in to active while not being visualised, this significantly increases framrates
LODs or level of detail systems are set to render different variations of model based on the distance between the camera and the object, the further the camera, the lower quality the less detail it needs to render the object at, this is useful for adding lots of detail to scenes while not impacting performance, I use this method for all of the plants and flower around the world as they are quite poly heavy for the visual style but I don’t want them rendering in detail from far away as they are generally quite small.