Basically what the title says: every time I try to import a tiled heightmap, which I mainly do to get greater detail in large landscapes than a 4k-8k PNG can provide, I get a crash and a “not enough VRAM” error message.
I’m not running the most recent specs, but my card (2080 Ti) has 11GB, plus an additional 8GB shared. It idles at 0.5-0.7GB, and with a blank level open, it rests between 3-5GB. So I don’t think I’m missing any outside optimization. I usually use Gaea Professional for landscape builds, but I don’t think that matters. The error has occurred on maps as small as a 3x3 of 4k tiles, which is as small as I see as reasonable, since an 8129 heightmap can be built for Unreal without any tiles. But with landscapes more than 10km in any direction, an 8k resolution is very visibly low-fidelity when observed up close.
Does the tiled import really just blow through a constant 12-20GB of video memory? I thought the whole point of tiled heightmaps was to compartmentalize the build and make it smoother than a single, massive heightmap image; does that not also make the import any smoother? Is it even possible to do this without going out and buying a monster GPU? Is there anything at all I can do within Unreal to lighten the load and optimize the process? Any tips would be greatly appreciated.