Topic: Speed When Caching Tiles with High Resolution

Hi there,

I am trying to use the tileset at a high resolution, and a large size. My goal is to make the overall rectangle large so there is less blank space on the border when tilting the map.

I notice that there is significant slowdown when the width and height are set above ~2048. So for example, if I set the width and height to 4096, there is a good amount of lag. I tried it on a weaker machine, and a powerful machine with a good graphics card and saw about the same amount of slowdown. This led me to think that it may be an issue with streaming the images, rather than rendering them.

Would caching the images locally increase the performance of the application? I was wondering if the speed of grabbing the images online was the issue. We are planning on doing this at some point anyway, but it would be great to know if I could use a higher resolution at a faster speed (if local caching helps).

Thanks!

Re: Speed When Caching Tiles with High Resolution

Hello

Online Maps v2.5 has a built-in cache system (memory + filysystem).
So if you use Online Maps v2.4 or less, just update and add Online Maps Cache component.

On my laptop (MSI Dominator Pro GT72 2QE), Tileset 4096x4096 works at 60-80 fps.
Tileset 8192x8192 works at 20-40 fps, with a small freezes when loading the tiles.

A little trick: Deselect the map GameObject. Drawing of the inspector adds quite big lags.

Kind Regards,
Infinity Code Team.

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Re: Speed When Caching Tiles with High Resolution

Hah! Good to know! I unselected the map GameObject and that sped things up considerably. Good tip to know for Unity.