Uploaded May 2019 | Updated September 2026, 2 weeks ago
Recently we released a new version of SDK UNIGINE 2.8. There has been a lot of buzz around the rendering and performance improvements! We got plenty of positive feedback and now you can see an outstanding result of our work in a new video. It contains key improvements while the full description is now publicly available at our UNIGINE Devlog: developer.unigine.com/en/devlog/20190430-unigine-2.8
Recently we released a new version of SDK UNIGINE 2.8. There has been a lot of buzz around the rendering and performance improvements! We got plenty of positive feedback and now you can see an outstanding result of our work in a new video. It contains key improvements while the full description is now publicly available at our UNIGINE Devlog: developer.unigine.com/en/devlog/20190430-unigine-2.8




![Content Optimization - UNIGINE Editor 2 Essentials
In this tutorial:
00:00 - Introduction
00:39 - Managing Levels of Detail (LODs)
02:41 - Using impostors to replace geometry at long distances
03:37 - [OUTDATED] Combining various nodes into World Clusters
04:45 - Combining identical meshes into Mesh Clusters
05:44 - Using World Clutters to scatter various nodes
06:18 - Using Mesh Clutters to scatter identical meshes
06:56 - Optimizing vegetation rendering using Grass impostors
07:36 - Using Occluders (Box, Mesh, and Terrain) for geometry culling
09:47 - [OUTDATED] Using Sectors and Portals for geometry culling in indoor and outdoor areas
10:47 - Using Hardware Occlusion Culling
11:42 - Optimizing effects and interactions via bitmasking
13:58 - Combining groups of nodes into World Layers to optimize loading and memory usage
14:53 - Using Switchers for distance-dependent node visibility management
15:10 - Spatial trees and optimization, using related flags
16:09 - Performance profiling Content Optimization - UNIGINE Editor 2 Essentials](https://i.ytimg.com/vi/Iqsr3fEvnis/mqdefault.jpg)





