Your videos are actually awesome! This is probably the most helpful tutorial I've seen for unreal on landscapes. Nobody seems to cover the performance issues or optimizations much, so this is a godsend for me right now!
another secret optimisation (haven't tested with WP), import your landscapes at half resolution and scale by 200% will equal 0.5m vertex density (aka half the poly).
I can indeed. Once this is done ill be doing a Nanite landscape video. In all honesty, early on. It seems Nanite landscape is no good beyond 4k resolution maps. It just eats up resources to much.
hmm tried messing around with the LOD visualizer, and everything looks the same (ie no color changes for the landscape), not sure if im doing something wrong or theres some sort of world partition setting thats different
Am I right in thinking, that nanite landscape makes landscape LODs redundant, but HLODs are still useful for managing how other assets are streamed in and out?
Better to use only LOD 0 - 1 - 2. Less operations that has to be made ready and data stored/generated in real-time. Then for really large landscapes, you would want to have some large hills/mountains that is blocking the view of 1/3 of the map at all times. And take in consideration if it's really that important to let players be able to get to any points of the mountains/hills where they can overlook more then half of the map on the screen. As long as players never see/render more then 35-40% of the landscape ever, the culling/draw distance is also a good optimisation to use. With world partition you can unload/"cull" any tiles that are out of view together with all the trees, foliage and assets that is placed on them. In short, there is never need to draw or compile more then the players pc hardware can handle. Texture streaming and texture resolution is also something that really hits the framerate and increase the ms. That and of course the amount of objects drawn, vertices in total. But by unloading quite alot because they don't have to be until the players pass a certain point is very helpfull. You kinda have to force them to enter a new region from a specific way/area/route etc... Like a tunnel, or crossing point/checkpoint.
Your copy/paste description currently reads "This video is part one of three. Showcasing runtime settings for world partition, leading as a foundation for landscape LOD's and HLOD's" Just an FYI. May want to clean that up :)
@@eligijuspranskunas3509 As a little early hint. Essentially its very cool tech.. but its very resource intensive out of the box. So its really only suitable for smaller maps regarding optimising etc. Out of the box that is.
Very informative. Still pumped for the Hlods. Keep up the good work man.
Your videos are actually awesome! This is probably the most helpful tutorial I've seen for unreal on landscapes. Nobody seems to cover the performance issues or optimizations much, so this is a godsend for me right now!
awesome video :)
really helpful videos
another secret optimisation (haven't tested with WP), import your landscapes at half resolution and scale by 200% will equal 0.5m vertex density (aka half the poly).
yes this is good info. This is basically what i cover in my 30km landscape video :)
Could you compare this with nanite landscapes?
I can indeed. Once this is done ill be doing a Nanite landscape video. In all honesty, early on. It seems Nanite landscape is no good beyond 4k resolution maps. It just eats up resources to much.
Quedamos atentos al HLOD 👀
hmm tried messing around with the LOD visualizer, and everything looks the same (ie no color changes for the landscape), not sure if im doing something wrong or theres some sort of world partition setting thats different
The visualiser is just a visualiser. Did you change the LOD distribution settings of the landscape?
Am I right in thinking, that nanite landscape makes landscape LODs redundant, but HLODs are still useful for managing how other assets are streamed in and out?
Not quite. Nanite landscape is a major resource hog. You simply can't use it in a real production above 4k res heightmaps it seems.
What’s your water?
Better to use only LOD 0 - 1 - 2. Less operations that has to be made ready and data stored/generated in real-time.
Then for really large landscapes, you would want to have some large hills/mountains that is blocking the view of 1/3 of the map at all times. And take in consideration if it's really that important to let players be able to get to any points of the mountains/hills where they can overlook more then half of the map on the screen.
As long as players never see/render more then 35-40% of the landscape ever, the culling/draw distance is also a good optimisation to use.
With world partition you can unload/"cull" any tiles that are out of view together with all the trees, foliage and assets that is placed on them.
In short, there is never need to draw or compile more then the players pc hardware can handle. Texture streaming and texture resolution is also something that really hits the framerate and increase the ms. That and of course the amount of objects drawn, vertices in total. But by unloading quite alot because they don't have to be until the players pass a certain point is very helpfull.
You kinda have to force them to enter a new region from a specific way/area/route etc... Like a tunnel, or crossing point/checkpoint.
Your copy/paste description currently reads "This video is part one of three. Showcasing runtime settings for world partition, leading as a foundation for landscape LOD's and HLOD's"
Just an FYI. May want to clean that up :)
Thanks.. Deep down im a lazy person
whats this beasts' specs?
13th Gen Intel i9-13900KS, 3200 Mhz, 24 Core - water cooled
RTX4090
128GB DDR5 RAM
if its on ue 5.4, why you not talking about landscape nanite, instead of outdated lod's ?
@@eligijuspranskunas3509 I will be doing a video on that. It is not production ready or worth using at this time.
@@mootzartdev will wait for that video, appreciate your response.
@@eligijuspranskunas3509 As a little early hint. Essentially its very cool tech.. but its very resource intensive out of the box. So its really only suitable for smaller maps regarding optimising etc. Out of the box that is.
Generative tech now is liberating us from some of the most enjoyable jobs.