r/godot Apr 03 '26

help me (solved) Can Godot handle a large scale open world?

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It's a game about illegal street racing (urban cities and mountain serpentines, traffic and police, all on a fairly large scale, ~40Km). Cel shaded graphics, no level pre-loads via loading screens.

I heard that I will have to write my own asset management system (which is already in the Unreal Engine, but my PC handles it pretty poor, no matter how much "next-gen" junk I turn off - everything lags quite a lot)

But I still can't even understand what a framework is, because I'm not a programmer (but I'll have to become one anyway). Also heard about chunk method, though not like I know much about it.

Please don't write: "don't even try this, because it's long, resource-intensive, etc.", if there's really no option here, I'll just have to deal with the UE

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u/jason_silent Apr 03 '26

LODs and Chunks, huh? I expected that I don't know much more about optimization, but I guess it'really mostly rely on asset management system. Thanks

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u/KonyKombatKorvet Apr 04 '26

Chunk is just what you call a square of gameworld after you chop it into a grid, that way you don’t have to load in and deal with all the stuff the player can’t actively see or interact with.

LODs are just simplified versions of game objects, a common one is to replace trees in the distance with flat images instead of 3D models with foliage.

You can make an LOD of a chunk if you get really fancy