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Saul_VR
Member
6 months ago

Questions on Vertex Limits, Streaming, and World Size in Horizon Worlds

Hi,

I’ve been reviewing the World Streaming documentation and had a few questions as we plan a larger-scale experience:

  1. Do level/subworld streaming systems raise the overall ceiling for vertices or triangles?
    Or are we still limited by the same global budget, even if the content is split into multiple sublevels?

  2. Can sublevels be dynamically loaded/unloaded based on each player's location or visibility?
    For example, if we track what each user can see or access, can we load only the levels relevant to them, instead of loading all sublevels globally for every player?

  3. Is there a maximum physical size for the world or any spatial boundaries we should be aware of?
    We're planning to divide our experience into distinct sections (e.g. themed areas) and teleport users between them. Each section would be its own sublevel. Would that approach work within Horizon’s spatial or performance constraints?

Any guidance or best practices would be really helpful. Thanks!

1 Reply

  • I'm not an expert in this area, but perhaps I can share my sublevel experience. I have two worlds, each of which has four starships. Players can board one of these starships and select a star station on a map. After a slight delay, while the star station sublevel loads, they fly there. Once the starship (or its crew) leave the star station, I unload it. If I detect that the crew have abandoned a starship at a star station, I automatically unload the star station and move the starship back to the starship port.

    The fact that there are only four starships in each world imposes a limit on the number of sublevels that can be loaded at any one time in each world keeping within the allowed memory limit. However, there is no limit on the number of potential star stations (and so game content) that people can experience in each world.

    The star stations are not visible to each other. The starships fly using a wormhole animation. So I don't need to worry about trying to keep the illusion of one giant seamless world that is composed of multiple sublevels.