Foliage in sub-levels to allow for varying amounts of foliage for performance reasons.
Hi all,
For my game, I would like to have some optional distant foliage to make the level feel more alive.
(So it is in no way game play affecting or critical).
As you can only have one foliage doodad in a level, I was thinking of using sub-levels to suck in the extra bits. (I guess if I was using world partition I could use data layers).
Does that seem like an ok approach, to shove some bonus foliage into extra sub-levels and load them based on perf flags?