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UE5 Large Real World Landscape

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  • Опубликовано: 14 авг 2024
  • Create a large 1024 sq km 32km x 32km open world landscape in Unreal Engine 5 using real world elevation data.
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    Chapters:
    00:00 Introduction
    00:38 TerreSculptor
    04:40 Unreal Engine 5
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    TerreSculptor by Demenzun Media
    This video was created by Demenzun Media in British Columbia Canada.
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Комментарии • 71

  • @justboy5182
    @justboy5182 2 месяца назад +1

    Hey, will you do an update video on this, now that 5.4 released with its addition of Large World Coordinates, or did nothing really change in the aspect of setting everything up?

    • @demenzunmedia
      @demenzunmedia  2 месяца назад +2

      I do have a UE5.4 Landscape update video in the works. I hope to have it on the channel soon.

    • @SAPER1985rus
      @SAPER1985rus 15 дней назад

      ​@@demenzunmedia Can you tell me, in one of the comments you say that it is worth loading the world for 3-5 km, I agree with that, but what to do with the background, for example, distant mountains? On a small map, you could do with background assets, but if the mountains on the map exist and you can reach them, what should you do in this situation? Replace it with a low-resolution mesh?

    • @demenzunmedia
      @demenzunmedia  15 дней назад

      @@SAPER1985rus - It really depends entirely on the design and play-style of the game and levels. And on the terrain design and size.
      If it is a massive MMORPG then that is best left to big studios with lots of people and resources to be able to create that level of game play and level design. Unreal Engine and Landscape isn't really suited to MMORPG games, it is mainly a shooter engine. So the question becomes: do you really need to get to the edge of the map? And if you get to the edge, what are you going to use to block the player from falling off the edge?
      Using Landscape sizes that are 16km to 32km really do play awful for performance on the Steam Hardware Survey most common hardware. On a 32km Landscape with a 5-8km view distance on my i3/GTX1650 test system, I get like 15fps at 1280x720 with nothing but Landscape, no foliage or anything, so it isn't even playable. And targeting a game to only high end computers will really decrease the player base.
      The issue with far view distances is the number of triangles in the frustum. The UE5 HLOD system can be used for far mesh proxies of the Landscape, but HLODs are optimized meshes and as a result they have cracks where the edges meet with each other and with the Landscape, which looks really bad. That makes HLODs a waste of time.
      And going with Nanite won't solve the issue. The Nanite GPU load is so high that I can't get anything for terrain of any reasonable size to work on my GTX-1650 4GB and RTX-2060 6GB GPUs at all, it just runs out of GPU memory loading the level. So trying to use Nanite to get a far distance terrain is usually again only possible on high end systems.
      If the game is only a small localized puzzle or walking game with something like 4km or 8km maps with perimeter mountains and cliffs and blocking volumes, then walking out to the edge of the map is easily handled with that. Most people should be looking at Mario style worlds instead of GTA5 style of worlds. GTA requires a special engine to get terrain of that size and view distance. UE5 just doesn't do that. And if a developer is targeting common hardware, anything larger than 4k to 8k Landscape is too big. Static Mesh mountains could be used outside of the 4km or 8km Landscape, to give a nice far view, and those meshes can be optimized with LODs for good performance. Then simply block the player with obstructions from getting onto the actual outer meshes.

  • @peacefusion
    @peacefusion 7 месяцев назад +1

    and here I am thinking my 4k map soze is big. You are a mad lad.

    • @demenzunmedia
      @demenzunmedia  7 месяцев назад +1

      The largest Landscape that I have created so far is 260097 x 260097 or 260km x 260 km (67,600 sq km).
      When I can upgrade my workstation to 2TB of memory, I plan on testing a 422657 x 422657 Landscape, which is the largest that I can currently create (178,000 sq km)).
      I would never try to make a game with that size. That size of open world would require a team of 100+ people to properly make a game with it.
      The largest Landscape size that I have used in an actual game I developed is 2017 x 2017.
      It's fun to play around with though.

  • @demiost
    @demiost 11 месяцев назад +2

    Hello Demenzun, i'm trying to understand how the 5.3 landscape system works but it feels really weird...
    I tried different approaches but the results are very random.. Especially the component quantity... For exemple, i went testing with 2 different 16K Heightmaps with the exact same settings in the importer but one had less than 1k components while the other one had 16k components ????
    I always try to lower my components as low as possible because it hit hard on perfs but nothing seems to change this ratio once UE decide your needs...
    I also tried my old hacky way by starting with a single 8k landscape to extend and stamp by hand... But the region system won't generate new volumes and the editor crash randomly for no reason...
    So, now, i'm stuck... I'm almost done with my game mechanics and system but i can't test it on my 100km map wich is part of my game design lol... I may end up with an upscaled low res landscape and give up on my 1:1...

  • @BasketcaseSoftware
    @BasketcaseSoftware 11 месяцев назад

    My company actually had done this using UE 4 (but we've upgraded to UE 5). Done on 16GB of RAM (I have 32GB now). In fact our world is slightly larger than 32K x 32K km.

  • @DodgerEcho
    @DodgerEcho 11 месяцев назад +1

    The most difficult thing with such a landscape size is to generate HLOD for it. I downloaded the sources of UE5.2.1, but I never found where there is a function that removes the already generated HLODS, more precisely, I found the entry point, but there are so many streaming branches in the code that my head is spinning when you try to understand the logic of the epics. How angry it is, really it was impossible to implement it all in one file! But this is half the trouble, the documentation for the engine API, objects and methods is so scarce that it becomes impossible to implement something in the code for yourself without breaking the engine.

    • @demenzunmedia
      @demenzunmedia  11 месяцев назад +2

      I have found that with Building Landscape HLODs you need at least 300GB of memory to perform the build. It supports Virtual Memory, so if you only have a 64GB system you need to create a manual Page File of 250GB+. On my workstation with 512GB DDR5, a 16k x 16k Landscape HLOD build takes about 320GB+ to successfully build.
      Regarding Epic's code, the Unreal Engine is a mess. That is what happens when you have too many programmers and no good project manager.

  • @ChuckWilsonWilsonsStudio
    @ChuckWilsonWilsonsStudio 11 месяцев назад

    Thanks, another great video!

  • @cpt_boogie3843
    @cpt_boogie3843 3 месяца назад +1

    I currently have a 75 square kilometer map, and growing.

  • @Lancelotxxx
    @Lancelotxxx 11 месяцев назад +1

    i get the specs to create it but then can it run on a PS5 or even medium spec pc with 16go of ram and a rtx2060 once compiled ? also maybe i missed it, but are you using nanite ?

    • @demenzunmedia
      @demenzunmedia  11 месяцев назад +2

      Yes, Unreal Engine will scale the scene for the target system when playing back. You would have to allow for game settings just like any other retail game, for things like screen resolution, texture resolution, level of detail for meshes, draw distance, etc.
      You should preferably have a computer that is effectively "maximum settings" to design the game with Unreal Engine, and then have lower end systems that you scale the settings to for testing, so that you know what to optimize on the levels.

  • @valentoMundrov
    @valentoMundrov 11 месяцев назад

    great! very helpfull 👏it cleared some doubts I had after a week of research 😅 (that GIS \ GDAL world is an endless hell)

  • @xTHHxAimiForevr
    @xTHHxAimiForevr 8 месяцев назад +1

    How did you find out about the heightmap "edit layers" restriction?

    • @demenzunmedia
      @demenzunmedia  8 месяцев назад

      By testing dozens of imports.

    • @gamegnight
      @gamegnight 8 месяцев назад

      Same here@@demenzunmedia

  • @Yogaandwork2025
    @Yogaandwork2025 4 месяца назад

    Thnks man❤❤❤

  • @kdexpressoo6023
    @kdexpressoo6023 6 месяцев назад

    I messed with some scapes way back. I never really thought about real km size. So it was 32km sq. and the most I could do was 64km's sq. then.
    It's not a forum here, but....Could all static and player skeletal mesh assets be scaled down by 50% to double the km?
    Or would there be issues with the collision, player controls and/or other issues?

    • @demenzunmedia
      @demenzunmedia  6 месяцев назад

      Yes, the entire world can be scaled down by 50% to achieve a double distance world. The only issue with this is the Landscape quads then become the equivalent of double the size or half the detail as well.
      Instead of halving the size of everything, you can simply use a Landscape Scale XY of 200 instead of 100 for twice the size on the terrain. You achieve the same effect without any worry for collision misses. A 16321 x 16321 Landscape at Scale XY of 100 is 16km x 16km, and at a Scale XY of 200 is 32km x 32km. So it is easier to scale the Landscape than it is to scale everything else.

    • @kdexpressoo6023
      @kdexpressoo6023 6 месяцев назад

      Make sense thanks, Ya I thought of that after, there would be less detail...@@demenzunmedia

  • @HyperBassYT
    @HyperBassYT 3 месяца назад

    Hi, I'm getting an issue where Im using a preset to generate an island using perlin noise and i get the desired look in the preview, but when I click "ok" i get nothing. Why?

    • @demenzunmedia
      @demenzunmedia  3 месяца назад

      Is this in TerreSculptor 2.0 or 3.0?
      Can you post a screenshot of the Perlin Noisemap Generator dialog with your current settings on the Discord server so that I can see if it is something in the parameters that is throwing it off? Or email me the screenshot?

    • @HyperBassYT
      @HyperBassYT 3 месяца назад

      @@demenzunmedia I'm using version 2.0, I can send you the screenshot tomorrow :)

    • @demenzunmedia
      @demenzunmedia  3 месяца назад

      @@HyperBassYT - Ok. A screenshot of the Noisemap Generator would be helpful so that I can set the sliders to the same values here to test it and see what is going on.
      The Noisemap Generators use "Unclamped" value ranges in order to provide the widest degree of numeric values for the properties. This can sometimes cause a Noise Generator to create odd or invalid garbled data at its outer value limits, usually totally high random data that clamped into a solid white heightmaps shape.
      However, if it shows a valid heightmap in the Preview, then it should create that same heightmap in the main editor. I've never seen it not do that.

  • @hrleinad
    @hrleinad 11 месяцев назад

    does it automatically create world partition out of a single texture?

    • @demenzunmedia
      @demenzunmedia  11 месяцев назад +1

      You import a single PNG 16-bit grayscale heightmap file and it automatically creates the Landscape in World Partition for you. You just have to use a new Level type of Open World or one that supports World Partition.

  • @flutter1747
    @flutter1747 7 месяцев назад

    popup effect like Unity

  • @MihajloCiric
    @MihajloCiric 7 месяцев назад

    You should use tiles instead of a single png file
    Tiled import is also better if you have less RAM

    • @demenzunmedia
      @demenzunmedia  7 месяцев назад +5

      Tiles only make a difference for World Composition importing. In World Partition importing, the tiles are stitched back into a single file by the editor on import. Tiles with World Partition importing makes zero difference, I have tested this dozens of times, tracking memory usage etc., the import stage memory use is the same in World Partition mode whether you use tiled or a single file.
      Most World Partition sizes are also Prime Numbers, so they cannot be tiled imported. And the sizes that can be tiled are usually really high tile count sizes.
      If you are using World Composition Tile Sizes (such as 2017 or 4033) then you are really messing up because Unreal will be padding and stretching the edges of your Landscape from World Composition sizes to World Partition sizes.

  • @silversoul2785
    @silversoul2785 5 месяцев назад

    may i ask what are your computer specs? and can this work for game development or is it just for cinematics?

    • @demenzunmedia
      @demenzunmedia  5 месяцев назад +2

      I have multiple test computers that cover the most common range of systems specifications, from a Dual-core 16GB-RAM GTX-1650 low-end system all the way up to a true workstation with 24-Core Xeon 512GB-RAM RTX-3090.
      The Unreal Engine World Partition system will work fine on lower end computers as well, the overall size of the terrain doesn't really matter, because typically you will only have a 3km to 5km view distance, regardless of whether you have a 16km or 32km sized terrain. So you are only seeing a typical fixed view distance regardless of terrain. You don't see the entire terrain all at once.
      A lot will depend on what extra assets you place onto the terrain, such as foliage and trees and buildings, those tend to require more performance than the Landscape itself.
      A 32km x 32km 1-meter World Partition Landscape on a dual-core 16GB GTX-1650 system with only grass foliage will get typically around 30-40 fps at 1280x720.
      So you can use this for game development as well. Most people who use large terrains with lots of foliage and trees typically target an RTX-2070 level system as their minimum recommended.

    • @silversoul2785
      @silversoul2785 5 месяцев назад

      @@demenzunmedia the thing is i made a team with 20 people for building a game, and decided to do all the heavy work on my pc as the strongest one in the team , it is 4070ti , i7 13gen, 32gb ddr5 and 4tb nvme 3500mb/s, i built this pc for game development, the thing is i know programming and 3d modelling but never used ue before, we want to build a 32*32km game with real materials or something similar to battlefield 5 level,and not sure how to achieve this. My biggest concerns are landscape size and cities , how many polygons do every building requires to have a great visual appeal and be destroyable. Can't find answers to those questions on internet., all weapons have 3k polygon, tanks got 5k to 10k, i told the architecture team to build houses with maximum 10k.

    • @demenzunmedia
      @demenzunmedia  5 месяцев назад +1

      @@silversoul2785 - Yeah, the internet isn't the best place to find out information on real game development, you need to talk to a game design consultant such as myself.
      Feel free to post any questions on my Dis_cord channel, link on my website, it is usually better than using comments here.
      First off, if you are using World Partition landscape, with the Enable Edit Layers option enabled, the largest possible heightmap size is 16321 x 16321.
      If you set the Landscape Scale XY to 100, which is 1 meter size quads, that is a 16km x 16km terrain.
      I don't recommend using larger quads to achieve a larger terrain area unless absolutely necessary, since the lower resolution quads results in a lot of limitations, such as shallower cliff angles.
      Enable Edit Layers is used for if you want to edit the landscape with painting, sculpting, and splines.
      So getting 32km x 32km terrains in your game may be a non-starter.
      If your system's specs are the most powerful on the team, you are probably going to have to upgrade, at least some of the computers.
      If a lot of the team is only 16GB+8GB systems or less, then chances are they won't be able to do the required work, especially level design.
      Unreal Engine level design requires that you effectively have the highest end system that your design will be performant on.
      You can't tell what your final level designs are going to look like if you have to scale everything in the viewport to minimum level.
      I wouldn't attempt to do development of a large open world multi-player game on systems less than 128GB+24GB.
      You will be lucky if you can import 16k x 16k heightmaps with a 32GB+12GB system.
      I use a Xeon+512GB+24GB system for large heightmap importing, as my R9-5950X+128GB+10GB fails often when importing larger sizes.
      Note that importing requires a lot of GPU memory to create the 512x512 MIPed DXT Textures for the Landscape, and only 50% of your Main Memory can be used as GPU Shared.
      So with a 32GB+12GB system, that limits you to 16GB+12GB = 28GB GPU Memory, which is really cutting it close to import large heightmaps.
      You may get engine crashes with such a low amount of memory.
      I recommend nothing less than 128GB+24GB such as 128GB Main Memory plus RTX-3090 24GB GPU, which gives you 64GB+24GB GPU memory for importing.
      Note that you CANNOT short-cut the heightmap import process by using Tiles, with World Partition tile importing makes no difference, you have to move to World Composition before tiled import matters.
      About 25% of the World Partition resolutions are also Prime Numbers, so they cannot be tiled anyway.
      Also be aware that many people don't realize that World Partition and World Composition DO have only a specific set of heightmap resolutions.
      If you don't use those resolutions, you WILL end up with a padded and stretched terrain.
      World Partition valid sizes are calculated as (511 x N) - (N - 1)
      If you don't know what all of the correct resolutions are, or you don't want to use the math to figure them out, you can download the free TerreSculptor 2.0 and use its Landscape Size dialog.
      10k buildings is fine. The main thing that kills framerate is the trees and foliage on dense designs, as many people create trees that are 30k to 50k triangles or more.
      If you are not going with dense tree designs in your levels, you might be able to get away with that high complexity.
      Otherwise for dense forest level designs, you WILL have to use heavy LODing and billboard LODs.
      You will most likely have to spend the time creating an Alpha Test level that is of the design style that you want for your game, and then profile it on a range of computer systems.
      IMHO to get a Battlefield 5 type of design with good triangle count assets, you are probably limiting yourself to only computer above the Steam Hardware Survey Most Common.
      That would be a Quad-Core, 16GB, GTX-1650. Chances are that level of hardware will be unplayable at less than 20FPS at 1920x1080.
      You may have to use Nanite for your meshes, which with UE5.3 should work with Chaos, but be aware that Nanite requires at least 100,000 Nanite triangles or more in the scene before it results in a net benefit.
      So if you Nanite five 10k buildings, which is a total of 50k triangles, you will probably see a drop in framerate instead of an increase.
      The Nanite render pipeline requires really high triangle counts before it can outperform the Default Drawcall pipeline.
      If you are creating your meshes first, and then performing your level design, you will have to profile EVERYTHING.
      The only way to know for certain that a specific level design is going to be performant, is to test it on a range of hardware.
      It is always a possibility that some level designs may not be performant and may have to simply be excluded from the game.
      Whenever I am creating assets or doing level design for my games, I spend hours profiling everything to make sure that it is performant.
      I have six computers here with varying levels of hardware to perform all of my tests on.
      I hope this helps some.

    • @silversoul2785
      @silversoul2785 5 месяцев назад

      @@demenzunmedia thank you for your respond, I joined the discord server but to tell the truth I don't really know how to navigate through it will. I should ask in -general page right?.as long as I understand, world partition helps improving the rendering process by rendering only parts of the map. this only applies to player or developer too?. in my team we have two level designers me and one other friend who has 3070 with 32gb. the others are programmers or 3d modelers and animators, i understand the parts of needing more ram and better gpu, but it is unaffordable at the moment . so I had the idea of doing a 16*16km landscape and rescaling everything to half so it appears to be a 32*32 km is this a reasonable approach? or nothing will change? my last question regarding nanite. I must have at least 100k in the whole world map or one part of world partition for it to take effect? we are already planning to build cities inside the game. ( I can upgrade my 32gb to 64gb but I don't think I can do the same for gpu as it is double to triple the original price in this country( Iam a student in turkey)

    • @demenzunmedia
      @demenzunmedia  5 месяцев назад +1

      @@silversoul2785- Yes, you can simply post any questions in the General area.
      I am in Canada, so it may take a few hours for me to reply depending on the time zone difference.
      World Partition uses cell streaming to load/unload sections of the level. You use the World Partition manager window to control this during level design.
      You may also like to test HLODs to see if they have any benefit for you. Or even Nanite on the Landscape, but that often slows down the performance.
      If you are able to import a 16321x16321 heightmap with your current system, then you should be ok to continue without a system memory upgrade. Once the heightmap is loaded, the rest of the level design process often is less memory intensive. But if you start getting crashes when doing a lot of intense level design with many assets and meshes, then you may require more main memory. Keep in mind that 50% of the main memory is used as GPU Shared, so increasing main memory helps both areas. Windows 10/11 Task Manager will show these values.
      The issue with not using the default World Scale of cm, is that you can have Physics and Collision issues. So if you try to scale everything to 50% size, you may have projectiles missing objects, collision issues, and physics issues. I would recommend against doing this if at all possible. Which means that you may be limited to only 16km x 16km level maps. You have to test to see whether you are going to run into any scaling issues, but it is usually a bad idea in a twitch FPS game.
      Nanite typically must be rendering 100k triangles or more in the view frustum to notice a benefit. But it depends on mesh instance count and many other factors, so that is just a general guideline.
      For example, if you only applied Nanite to just the Landscape mesh, and did not Nanite any of the trees or foliage or buildings, and left them as regular drawcalls, then the Nanite rendering will most likely be slower performing. So if you are using Nanite, you usually want to use it on everything or nothing.

  • @shahmaarbaba
    @shahmaarbaba 4 месяца назад

    which auto landscape material u used?

    • @demenzunmedia
      @demenzunmedia  4 месяца назад

      The Auto-Material is one that I developed. It is available on the Epic Marketplace in the Demenzun Media's "RGBAK Master Materials" for $5.99.

    • @shahmaarbaba
      @shahmaarbaba 4 месяца назад +1

      @@demenzunmedia ok thanks

  • @GVMuk
    @GVMuk 4 месяца назад

    packaged games have trouble with large landscapes. usually a packaged games world partion will just straight up not work.

    • @demenzunmedia
      @demenzunmedia  4 месяца назад

      I have no problem packaging games with large landscapes. I do it all of the time to test out large landscapes on all of my computers in my office, typically for the performance benchmark videos and additional tests. I have packaged UE games with World Partition up to 32km x 32km and World Composition up to 260km x 260km, then copied and played those builds on the seven computers in my test hardware. I have never once had a game not package and then not play on another computer here, they always worked.

    • @GVMuk
      @GVMuk 4 месяца назад

      @demenzunmedia yes but with assets and foliage etc.i have had the streaming not start. So no landscape loads or anything. Usually tinkering with the loading range fixes this. Using 5.3. Seemed to be random if the streaming partion would start. Player would just fall through floor.

    • @demenzunmedia
      @demenzunmedia  4 месяца назад +1

      @@GVMuk - I have created full maps with foliage and other assets and never had an issue. 4.26, 4.27, 5.0, 5.1, 5.2 and some 5.3. This is on 7 test systems, from a 2-Core 16GB GTX-1650 to a Xeon 24-Core 512GB RTX-3090. The only thing that I ran into with World Composition is that the tile under the player wouldn't be there at start, so I just put a spawn pad mesh where the player is on startup (you could use a cube etc). Otherwise I have never had an issue, and this is with dozens of test worlds that I built and tested across multiple computers.
      I *DO* know that 5.3 has a lot of random issues on many peoples systems, totally random. On my Discord I am often helping people in DM that have 5.3 issues that I don't experience here, things like always crashing on any terrain larger than 1009x1009, streaming issues, etc. So you might be one of the people who have 5.3 issues. I would try 5.2 or 5.4 Preview and see if you get the same things happening.

    • @GVMuk
      @GVMuk 4 месяца назад

      @@demenzunmedia yeah after reading up, seems to be alot of 5.3 issues with the world partion, its annoying as you have to package multiple times until the dam thing works in one of the builds

    • @demenzunmedia
      @demenzunmedia  4 месяца назад

      @@GVMuk - Yes. The first thing I should have asked was if you are using 5.3. I get a lot of messages from people with 5.3 with lots of World Partition and other issues. When I get them to try their same setup in 5.2 or 5.4 Preview, it usually works fine.
      The UE logs don't seem to point to any specific issue in their system, just a random crash of the engine.
      I build my games and test levels with a big workstation with 512GB RAM, and UE seems to do a lot better when it has extra RAM to spare. I never get crashes on that system, it is now almost a year old, and I am constantly working with 5.0, 5.1, 5.2, 5.3 on it. I have yet to try 5.4.

  • @KeepItSimplePC
    @KeepItSimplePC 11 месяцев назад

    were u able to get hlods to build on this?

    • @demenzunmedia
      @demenzunmedia  11 месяцев назад +3

      HLODs on a 32k x 32k Landscape will probably require 1TB+ of memory+virtual commit. HLOD building is a real memory hog.
      I can try it on my workstation and see what it requires, and post back.
      An HLOD build on a 8129x8129 Landscape requires a memory commit of 240GB+.

    • @demenzunmedia
      @demenzunmedia  11 месяцев назад +3

      Yes, I was able to get HLODs to build on this map.
      Unreal Engine 5.2 with a 32641 x 32641 World Partition Landscape building HLODs.
      45 minutes to build on an Intel Xeon W7-2495X 24-Core, ASUS W790 ACE, 512GB DDR5-4800, ASUS ROG RTX-3090 24GB, WD SN850X 4TB NVMe.
      200GB of RAM memory and 250GB total commit required to build.
      If you have a regular computer with 32GB to 64GB of memory and a fast 4TB SSD with a 320GB Page File on it you might be able to build the HLODs as well.
      I put a screenshot of the HLODs in my Facebook group as a post.

    • @widar28
      @widar28 11 месяцев назад +2

      @@demenzunmedia I have 128GB of RAM, 1TB NVME as swap space and a 48GB VRAM Radeon Pro W7900. I have already imported a 32x32km map by importing single sections at a time like you showed in a previous video. I'll try to build the HLODs when I find the time... I'm currently working more with Blender. For now I was reset a bit because my ssd drive with >150GB of map data crashed :-/ (thanks to SanDisk for this one -,-)

    • @demenzunmedia
      @demenzunmedia  11 месяцев назад +1

      @@widar28- You bought one of the SanDisk SSD external drives with the known issues? Sorry to hear about that.
      If you haven't already, you might need to specify a user defined size Page File on your drive, the Automatic size may not go big enough for Unreal Engine. UE5 eats a lot of memory. Something like a 256GB or 384GB size Page File should be good.

  • @amerboss99
    @amerboss99 3 месяца назад

    that range of quality you are talking about isnt just about making it possible to make, making it run on any console is nearly impossible, maybe in ten years from now when majority of gamers have better pcs it would be a good idea to have a game specifically for pc gamers with such massive landscape and high resolution, but for now in most cases its not even necessary to have this resolution as the landscape is just the ground to add the stuff on which will actually matter. look at most big world games they dont go beyond 2k.

    • @demenzunmedia
      @demenzunmedia  3 месяца назад +1

      There are lots of games with larger than 2k terrain systems. GTA, RDR, Just Cause, Assassins Creed, Subnautica, Watch Dogs, Mad Max, Far Cry, Arma, Skyrim, Saints Row, etc. etc.
      But those typically take a large team many years to develop games of that size. I recommend that most indie developers stay small, but people just love to spend time creating the largest world they possibly can. Do they end up making it a full game? Usually not.

    • @amerboss99
      @amerboss99 3 месяца назад

      @@demenzunmedia so these games you mentioned are above 2k? it very much looks like they add the details with meshes, i noticed many times their landscapes were low quality but they used many technics to make it work on those consoles, because you and me know well that simply : no console can run high quality landscapes in those worlds

    • @demenzunmedia
      @demenzunmedia  3 месяца назад +1

      @@amerboss99 - Games like Red Dead Redemption 2, that is very high quality landscape, and it is 75 square miles. RDR2 streams the world in, so it is probably LOD'ed mesh patches (and not heightmaps). I have not seen any official published information on what RDR2 uses for a terrain system.
      The difference is that most pro game studios use techniques like perimeter fill mesh terrains or TIN mesh (Triangulated Irregular Network) terrains, they don't usually use 1 meter bitmap-based heightmaps like Unreal Engine and Unity etc. Heightmap-based systems are really only any good for Viz work or very small worlds.
      There are a lot of inexperienced people coming into the Unreal and Unity arena who ask how to create large 100km worlds, and even though I tell them that creating a solo game of that size is usually not a good idea, they still want to do it, so I provide them with the tutorials on how to accomplish that. I try to talk people out of going large and sticking with something like an 8km maximum size world, but usually to no avail.
      Epic has on their future roadmap a new fourth terrain system, so the waters are just going to get muddier with even more of a mess and a fourth half-baked half-working terrain system in the unreal engine by Epic.

    • @amerboss99
      @amerboss99 3 месяца назад

      @@demenzunmedia so hat res would you say is ideal and should be used for big open worlds like in those games mentioned

    • @demenzunmedia
      @demenzunmedia  3 месяца назад

      @@amerboss99 - UE5 World Partition can safely handle 16321x16321, but that requires a more powerful computer.
      I would tend to stay with 8161x8161 or smaller.
      One option for performance is to use a larger Landscape Scale XY value, which is the quad size in meters. So with a 4033x4033 heightmap you could get a 2 meter 8066x8066 terrain.
      I plan on doing a video with performance testing of various Landscape Scale values, to see if there are any gains.

  • @arashi8876
    @arashi8876 11 месяцев назад

    64 GB RAM?! bro, I got 16 Gb :(

    • @demenzunmedia
      @demenzunmedia  11 месяцев назад +2

      Any serious large open world work in Unreal Engine 5 requires at least 64GB to 128GB to accomplish. UE5 is a real memory hog.
      Some features of UE5 will use Virtual Memory Page File if you set it large enough, you could always try that and see if it works or fails. You might have to specify a custom Page File size and increase the Maximum amount.

    • @justanopinion7029
      @justanopinion7029 11 месяцев назад

      @@demenzunmedia great video but i also only got 16 gb so with that said how big of a scale klm wise can i go without a pricey upgrade to my system?

    • @demenzunmedia
      @demenzunmedia  11 месяцев назад

      @@justanopinion7029- With only 16GB of memory you will most likely be limited to Landscapes between 4033 and 8129.
      It depends a lot on the design of your level. If you go with low-poly content then you can get more assets into use with less memory. Trying to use massive Quixel Megascans starts to consume a lot more memory.
      You will have to do a few tests to see what is the largest Landscape that you can import without crashing. Some of the UE5 features use Virtual Memory, so you may want to specify a large Page File on a drive with lots of space.

    • @justanopinion7029
      @justanopinion7029 11 месяцев назад

      @@demenzunmedia hard drive space not a issue but ive only got terra sculpture 2.0 next version up to 3.0 costs a few dollars so when i go to create i don't get the mapper dem explorer option..Anyway around this can you provide a few tips would be appreciated

    • @demenzunmedia
      @demenzunmedia  11 месяцев назад +1

      @@justanopinion7029- If you are looking for Digital Elevation Models to use for terrains, I would recommend searching for the 1 meter USGS file download sites, they have a lot of files that are large 10km in one meter spacing. For example, you can get the entire continental USA in 1 meter data. There are also some sites that have UK data up to 1 meter resolution. I can't post URL links here or RUclips will delete the message.

  • @Pasha8204
    @Pasha8204 5 месяцев назад +1

    No 4k no cool, need 4k video this

    • @demenzunmedia
      @demenzunmedia  5 месяцев назад

      Sorry, no 4K videos yet. My Unreal Engine computer is only 3440x1440 resolution and not 4K. I will see if I can create any newer videos in 4K.

  • @racerx1777
    @racerx1777 5 месяцев назад

    and for 100$ you to can follow this video!! Get bent!

    • @demenzunmedia
      @demenzunmedia  5 месяцев назад +6

      What are going on about? You can use any terrain software that supports DEMs including the free TerreSculptor 2.0 to do this video. The terrain software used is just to show the workflow for doing large terrains in Unreal Engine. Use the free TerreSculptor 2.0 and Earth Explorer or any other similar setup to obtain the source heightmap data. The video even says this plainly. There are also additional videos on this channel showing how to use Earth Explorer and other DEM sites. I guess you better not follow any videos on any other heightmap software, or oh no you might have to use their software too!