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But without any meaningful code access to upgrade terrain engines or lighting systems, that mostly means spamming set dressing and clutter everywhere. Compare this to the variety of mobs in Doom and Quake maps, with terrain designed first and foremost for the NPCs. Lots of height variation and clutter = broken pathfinding. Money sink.
Optimization Strategies: Static Batching unites several stationary game elements into a single GPU drawing operation (such as terrain together with buildings). Open-world multiplayer games experience smooth performances when they implement LOD together with occlusion culling systems.
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