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This comes down to careful planning for how to handle issues like occlusion culling, but we also have Unity specialists hard at work revealing opportunities to reduce RAM consumption and CPU time – a rather huge but rather thankless task. “We were determined from the start to create large and detailed areas, which means we need to put an extra emphasis, from the ground up, on how they’re optimized.
The normal method required a lot of CPU resources given the size of the maps and amount of detail,” continues Nik.
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“Basically, what we built amounts to manual occlusion culling. To handle the huge amount of detail, Battlestate used custom scripts to offload resources outside the field of view. Once the base was generated, the result was split into 35 sub-terrains and given a custom LOD system and dynamic terrain output preforms.
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“This allowed us to begin Escape from Tarkov with an amazing foundation of both design and technology, and we’re fortunate to get to focus on creating exactly the hardcore games that we love so much.”īattlestate turned to 3D terrain generator World Machine to procedurally create the perfect environment on which to stage compelling gameplay. Not only did we gain critical knowledge and understanding of first-person shooters, but we also developed a deep understanding of Unity and its systems,” says COO and project lead Nikita Buyanov. “We learned quite a bit from our experiences at AbsolutSoft. The development of that game proved to be excellent ground to learn new skills and gain expertise while also building up the finances needed to evolve and found Battlestate Games, a studio focused entirely on the development of its “Russia 2028” universe of games. The foundational team got its start at AbsolutSoft creating the incredible fast-paced shooter Contract Wars for browsers and the now-retired Unity Web Player. Petersburg-based Battlestate Games, hardcore first-person shooters are a great passion.