Nanite Forest Optimisation in Unreal Engine 5
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- Опубликовано: 11 сен 2024
- In this video, you will learn how to optimise a forest scene in Unreal Engine 5.4 using Lumen, Nanite, Virtual Shadow Maps and Virtual textures.
Optimised DefaultEngine.ini:
drive.google.c...
1) One more tip I forgot to add is disabling cast shadows on your landscape, but it doesn't look good in some cases (I didn't do it).
2) If you are not experiencing any flickering but your lighting doesn't update quickly enough (you will know what I mean when you experience it) try:
r.Lumen.ScreenProbeGather.Temporal.DistanceThreshold=0.02
3) Don't update the lighting every frame if you have a day and night cycle. Развлечения
I like how you explain things, you introduce change and problems that come along with their solution
Great video with a lot of useful tips.
Crossing my fingers that Epic finds a way to limit overdraw on Nanite foliage...
Great video and really nice looking forest!
Just a tip regarding shadows on grass and other small foliage/assets for those who are not aware of it.
Try using contact shadows instead of dynamic shadows. It is enabled per default on meshes, but the contact shadow length on directional lights are set to 0.0 per default. (I usually set it to 0.1 or 0.2)
Hmm, i have a couple of issue since following this video and changing the project settings. My fps has gone down from 40fps on cinematic settings to 14fps on high settings and i now have a constant message popping up telling me the change the virtual texture pool from transient pools to fixed pools. and no matter what i do the trees in the distance loose all their leaves even though i set it to preserve area. im using world partition by the way
Great job!
Scalability High targets 60FPS, Epic 30FPS on consoles.
So using High as a basis is the best choice for hitting 60FPS, regardless of platform.
Lumen Global Tracing uses the Global Mesh Distance Field, while the Detail Tracing also traces against per-mesh Distance Fields.
For more complex mesh shapes, it can make a big difference.
The Nanite landscape splitting you were seeing was a bug in 5.4. It is fixed in UE5-main, no idea if it made it into 5.4.4 as well.
Thank you so much, the video is great, just what I needed. You saved me, new subscriber, keep it up.
Excellent video man. Thank you!
Отличный гайд, давно искал эту информацию. Большое спасибо
Thank you! I was trying figure out why I was going from 100 to 30fps. My landscape auto material brings to 72. Then the tessellation would bring me to the 40s add in trees and grass... Im sitting in the 30s or even as low as 28 in dense forests. This is am excellent video to pop up the next day to follow up and help with with figuring out my performance.
this video is amazing. thank you so much for this. i went from 18fps to 70 lmao.. its amazing. sidenote: i started converting textures. texture by texture. after some time i replayed your video to see that you can select multiple textures :D fml
thank you, very informative, learned a lot!
Thanks a lot for sharing!
When u enable tessellation you need to make sure its properly set up in shader.
the weather BluePrint!! nice work!
wow, I'm glad I've found your channel! Please do more videos!
Thank you so much, very interesting video!!!
Are those speedtree trees?
Hey buddy, I think I've noticed a problem here. It should be the same for you, I think I could see it at some parts of your video. The problem is that the shadows do funky stuff when you get up close to them, this is especially notable when you walk through the scene with a character. Only the very closest shadows are displayed properly, those that are like 5 meters away from you look much different than those that are right below you. When walking through the shadows you can kinda see the zones around you and the shadow updating in a very unclean way, also you can very clearly see the tiles in which the shadow map is generated (I think that is what you see? I'm not sure), resulting in some sort of different, sharp "loading zones" around the player. You can see those "loading zones" when you turn on the view "virtual shadowmaps -> cached page" in the editor (instead of lit/unlit or whatever) very clearly.
The problem doesn't occur when you disable the World Position Offset of the master material of those trees or whatever is causing the issue. So the movement of the leaves and stuff seems to play a role in this?
I've followed tons of ChatGPTs suggestions and tried many other things to fix this, but nothing seems to work. Do you have a fix for this? Help would be greatly appreciated!
Edit: I've uploaded a video of this problem here: imgur.com/a/PlJuPZv
Edit2: The issue also doesn't appear when you select "Auto" or "Always" for the "Shadow Cache invalidation Behavior". "Always" seems to be slightly more performance friendly than "Auto", but I guess the idea here was to avoid both of those options.
Hey! Thats a weird issue. I think mine is not as obvious as yours and when the trees are moving - pages update correctly. Not sure what this is caused by but try looking into increasing VSM pages pool size and texture pool size. If that doesn't help try disabling nanite, lumen and virtual shadow maps to see which one breaks it. Also try different trees from quixel in a new project.
Great! Thanks :)
I know you mentioned you saw no perf gain from the virtual shadow map distance command, but I'm curious what the command was?
Thanks for sharing! I see you are using oceanology as well. Why not Sky Creator instead of UDS? I have both and I was wondering if SC is more optimized than UDS and results to better better fps.
awesome video
Is that weather blueprint related to ultra dynamic sky?
Hey! It's my own blueprint that I use to control UDS/UDW, material parameters (for snow) and wind strength.
Awesome! Any chance we could get a tutorial on the forest?
Thank you! I posted a follow up video showing how I made my forest
Sweet! Thanks bro! Rare to see all the optimization tips in one video. Very useful
This is what turns me of making big amazing looking projects. Is that I'm working with heater for the day, and I feel like it's not doing good for my pc for the long run. Do you think the water body plugin has much of an impact on fps? I notice that it gets my gpu fan running when I drop one in. Thank you for the video.
Water plug-in is super expensive in-editor because it creates a whole bunch of rendertargets that it's writing to, but once packaged those textures get saved out and the performance hit isn't as large.
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