Great video! You can also combine Packed Level Actors inside a Level Instance which gives you the best of both worlds so you can use Static Meshes and lights etc. FYI the bitrate for your recording is extremely low, so even though it's 4k it's grainy and you can't see anything. You should set your recording bitrate to somewhere between 12,000 and 24,000 kbps for 4k. 6,000kbps is the minimum for 1080p and since 4k is 4x the size, you really should go up to 24,000, but 12,000 is a good compromise.
Thanks for the great video! It cleared up a lot of doubts I had. I'm actually very curious to know what information was shared regarding HLODs. I tried following the video "HLODs: Medieval Game Environment extended tutorial" by Quixel, but that process seems to no longer apply. The current process seem unintuitive to set up so I would love to hear what the official sources recommend. A video on that showcasing how to do HLODs right would be super helpful. Again, thanks for this video, its been super helpful.
Thank you for this great video! - Would you mind giving some example use-cases for each option? - Assuming a big apartment building as part of an open world, containing multiple apartments and furniture. How would you structure that? What if the furniture should be procedurally generated?
@WildStudios-ko4vy for that scenario. I would start with Packed level actors for what you want to procedurally generate. So either make a packed level actor for an apartment template and procedurally generated which apartment template is in which slot of the building (this would be a fixed set of apartment layouts built as packed level actors). or if you really want a completely procedural generated apartment make a series of living rooms, bedrooms, etc. The more complex you go the more you will have to code in cpp as you will have to generated your packed level actors at runtime. The big building would be a good use case for a level instance (our more likely a neighborhood of buildings). if you are using a build kit for the building exterior (i.e. walls, windows, doors placed together to make a building) then merging the building with merge actor can save you draw calls when you are outside the building and approaching it, it would also help nanite optimize the larger mesh. What doesn't work well is nesting level Instances. I find it is hard to work with. I typically make a mental rule that it is 1 level instance with multiple packed level actors inside. Also point lights/spotlights don't seem to work well in packed level actors. best to include them in the level instance.
Would love your opinion on what to do with a pcg stamp of a massive forest? I have a massive forest using pcg, I have been able to get good frames using the pcg stamp mixed with nanite on everything, but now I am wondering if I could get better frames generating the pcg forest onto my main levels landscape, generating the pcg stamp, then throwing the stamp into a level instance? I'm not too sure how level instances work with pcg stamps or if the stamps work well enough... My knowledge on unreal heavily relies on RUclips tutorials and the epic documentation. 😅
Hey, in the Project Titan video, they talk about a video that they gave to participants on building game worlds (the only part I remember him mentioning is how to make better forests for games). Would you happen to be able to find that video?
there was a series of videos on the discord server. I don't know if they made (or plan to make) them public available. most were focused on the tasks at hand when people were filling out the world.
In a BP (if I remember correctly) you end up with a bunch of Static Mesh components. The Packed Level Actor creates HISM (Instanced Meshes). It would really depend on your use case. if every mesh is unique you will not gain performance from HSIM but if say you have 10 rocks in the "thing" then you get a bump from HISM.
Great video! You can also combine Packed Level Actors inside a Level Instance which gives you the best of both worlds so you can use Static Meshes and lights etc. FYI the bitrate for your recording is extremely low, so even though it's 4k it's grainy and you can't see anything. You should set your recording bitrate to somewhere between 12,000 and 24,000 kbps for 4k. 6,000kbps is the minimum for 1080p and since 4k is 4x the size, you really should go up to 24,000, but 12,000 is a good compromise.
Thanks for the great video! It cleared up a lot of doubts I had.
I'm actually very curious to know what information was shared regarding HLODs. I tried following the video "HLODs: Medieval Game Environment extended tutorial" by Quixel, but that process seems to no longer apply. The current process seem unintuitive to set up so I would love to hear what the official sources recommend. A video on that showcasing how to do HLODs right would be super helpful.
Again, thanks for this video, its been super helpful.
Thank you, clarified things a lot for me!! 🙌
Glad it was helpful!
Thank you for this great video!
- Would you mind giving some example use-cases for each option?
- Assuming a big apartment building as part of an open world, containing multiple apartments and furniture. How would you structure that? What if the furniture should be procedurally generated?
@WildStudios-ko4vy for that scenario.
I would start with Packed level actors for what you want to procedurally generate. So either make a packed level actor for an apartment template and procedurally generated which apartment template is in which slot of the building (this would be a fixed set of apartment layouts built as packed level actors). or if you really want a completely procedural generated apartment make a series of living rooms, bedrooms, etc. The more complex you go the more you will have to code in cpp as you will have to generated your packed level actors at runtime. The big building would be a good use case for a level instance (our more likely a neighborhood of buildings).
if you are using a build kit for the building exterior (i.e. walls, windows, doors placed together to make a building) then merging the building with merge actor can save you draw calls when you are outside the building and approaching it, it would also help nanite optimize the larger mesh.
What doesn't work well is nesting level Instances. I find it is hard to work with. I typically make a mental rule that it is 1 level instance with multiple packed level actors inside. Also point lights/spotlights don't seem to work well in packed level actors. best to include them in the level instance.
Would love your opinion on what to do with a pcg stamp of a massive forest? I have a massive forest using pcg, I have been able to get good frames using the pcg stamp mixed with nanite on everything, but now I am wondering if I could get better frames generating the pcg forest onto my main levels landscape, generating the pcg stamp, then throwing the stamp into a level instance? I'm not too sure how level instances work with pcg stamps or if the stamps work well enough... My knowledge on unreal heavily relies on RUclips tutorials and the epic documentation. 😅
Hey, in the Project Titan video, they talk about a video that they gave to participants on building game worlds (the only part I remember him mentioning is how to make better forests for games). Would you happen to be able to find that video?
there was a series of videos on the discord server. I don't know if they made (or plan to make) them public available. most were focused on the tasks at hand when people were filling out the world.
Can we have a segment like this about other optimization techniques you learned
good talk , the building nav mesh was triggering tho why didnt you turn it off
could you tell me why do that instead of select the meshes and creating a blueprint class from them?
In a BP (if I remember correctly) you end up with a bunch of Static Mesh components. The Packed Level Actor creates HISM (Instanced Meshes). It would really depend on your use case. if every mesh is unique you will not gain performance from HSIM but if say you have 10 rocks in the "thing" then you get a bump from HISM.
Is it me or did we go black screen at about 30 minutes?
it did go darker (not sure why) but not totally black, almost like a monitor dimming on my end.