Global World Optimization Framework PRO MAX with Multiplayer
Global World Optimization Framework PRO MAX with Multiplayer
This is a very powerful, dynamically scalable and easily pluggable optimization algorithm for your project with the “Divide and Conquer” principle.
The system can handle thousands of actors. You can create a whole world where each actor will always remember his parameters (character health level, character hunger level, plant growth level, etc.).
Imagine, you have a window in your house, you opened it and took a bite of an apple, ran away hundreds of kilometers across the world, in which there are still a million actors, and when you returned, the window will also be open, but the apple has already spoiled. And all this with maximum FPS.
You yourself control the number of actors near your character. And yes, all this with multiplayer support. This is several years of experience in implementing optimization algorithms and it is a perfect creation. This is the best offer on the market.
2 Modules included. Optimization and spawner.
Optimization module – Sectors Director:
“Divide and Conquer” – The best optimization algorithm. A technology that divides the entire game world into sectors, and each sector separately stores information about all the actors within the sector. This allows you to work with any number of actors and any size of the world. Simply put, if you have hundreds of thousands of actors in the world, for example: NPCs, weapons, food, chests, doors, in general, everything that your character can interact with, they constantly load the computer and are difficult to process. This system optimizes all actors: it remembers, but does not process in real time, the parameters of those actors who are currently outside the zone of active sectors, but as soon as these actors appear in the active sector, the parameters are immediately loaded taking into account temporary changes (for example , the apple bitten 20 minutes ago has already rotted).
All actors have several stages of optimization.
0 – active actor stage, not limited in any way by the GWO system.
1 – stage, the actor is outside the camera’s visibility area, the actor is limited by the Event Tick, his animation is simplified, shadows and meshes are disabled. This happens on the client side, so in reality, on the server, the actor is not limited and executes all its events at the right time.
2 – stage, the actor is far away, his information is saved and he is unloaded, and if necessary, a replacement with a static mesh occurs. Now the actor is waiting for the player to approach him, and he will be loaded into the system again with all his variables saved.
3. And so, each sector stores only the necessary information, but there can also be a lot of sectors. And here we also created a powerful optimization, we have a cache of sectors that are often used, so if the character moves mainly in one zone, then the data from the cache is loaded instantly.
4. With a component that connects to your actor, implementing our optimization system is made very simple. Each actor will have a unique ID to save in the common system.
5. Each Actor or NPC is processed separately in active sectors and you can specify the distance to the actor at which it will be visible. For example, large actors may appear at great distances, while small ones may appear at close distances. This way you can even out your FPS for your project.
6. The size of the sectors can be adjusted to suit your world.
7. Does not require creating markup at your level. The system is fully dynamically scalable.
8. Dynamic asset loading system. If you entered the visibility zone of objects and there are a lot of them, then they will not all spawn in one frame, but you can adjust the spawn, for example, 5 actors in 1 frame with skipping 2 frames. Then all spawning occurs very smoothly, without friezes.
9. Optimization using a system for replacing actors with instance Static Mesh. To maximize immersion in your project, you may need to show a lot of interactive actors. For example, imagine a city. Each apartment has interactive actors, doors, air conditioners, refrigerators, and televisions. Each of these actors makes sounds when working, as well as waiting for your interaction, and they always take up CPU resources. Yes, with the help of a plugin and optimization they will be removed, but if you look at this apartment from afar, you will not see the air conditioner or other actors. With our system, all these actors will be replaced with Instances, and like trees, they will be displayed from afar, while using practically no resources. And when approaching, they will be gently replaced by real actors and will restore the information. Your TV will turn on again. Now, imagine a whole city of such houses with hundreds of thousands of actors. With this system this can be easily achieved.
Features:
“Divide and Conquer” – The best optimization algorithm.
Save and Load System
Soft actor spawn
The system can optimize any number of actors, even if there are millions of them
Spawn lists. Maximum flexibility with spawn settings.
The plugin is easy to use.
Full multiplayer support
All calculations are done on the server side.
Does not require knowledge of C++. All the necessary functions are presented in the blueprint
It’s easy to create big worlds
Free support for our products in discord
This is the best offer on the market.
Version: 5.3
Original_Link_https://unrealengine.com/marketplace/en-US/product/global-world-optimization-framework-pro-max-with-multiplayer
DOWNLOAD FROM HOT4SHARE.COM
DOWNLOAD FROM SYNCS.ONLINE