GPU-Driven Quadtree Terrain Mesh Rendering Inspired By Far Cry 5
Have a look at the demo.
As a Unity Developer known on Reddit as Greedy_Evening_3305 shared, this is just a demo created for a future project, though they might consider uploading it to GitHub once it's refined.
"Before terrain generation, terrain nodes are preprocessed. Then, based on the camera's previous distance, a decision is made on whether the quadtree should be updated. The quadtree nodes are then passed to the GPU, where operations such as view frustum culling or occlusion culling can be performed.
Additionally, STITCH is processed on the GPU. The camera's distance and the terrain's complexity determine the LOD of the mesh", explained the developer.
Although the developer hasn't shared any other details, there are a few online talks about terrain in Far Cry 5 if you're interested. In particular, check out Terrain Rendering in Far Cry 5 by Jeremy Moore and Procedural World Generation by Etienne Carrier:
Don't forget to subscribe to our Newsletter and join our 80 Level Talent platform, follow us on Twitter, LinkedIn, Telegram, and Instagram, where we share breakdowns, the latest news, awesome artworks, and more.