docs.run2go.idoptiterraOptimization & Tips
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Terrain Shader

Optimization & Tips

Draw instancing, per-pixel normal benefits, resolution budgeting (CH 512, NOS 2K), and BC7 compression.

Activate Draw Instancing on Terrain

With standard terrain shaders, enabling tessellation forces developers to disable Draw Instancing, creating massive draw call spikes. OptiTerra was engineered to keep Draw Instancing fully active alongside Tessellation.

Non-Instanced (22 Draw Calls) vs Instanced (1 Dynamic Draw Call)
Non-Instanced (22 Draw Calls) vs Instanced (1 Dynamic Draw Call)
Per-Pixel Normal Rendering Detail Comparison
Per-Pixel Normal Rendering Detail Comparison
Frustum Culling and Dynamic Draw Call Reduction
Frustum Culling and Dynamic Draw Call Reduction

Texture Resolution Budgeting

Use 512px for CH (Color + Height) and 2K for NOS (Normal + Occlusion + Smoothness). Fine geometric surface detail lives in the NOS texture; the color map can be safely quartered in resolution with zero perceived loss in fidelity.

Compression Best Practices

Apply BC7 compression exclusively to the NOS array where high bit-depth normal channels are essential. For the CH array, use BC1 or BC5 to conserve GPU bandwidth.

CNM vs CH/NOS Packing Architecture
CNM vs CH/NOS Packing Architecture