I am making a large terrain. The official water plug-in looks very comprehensive and works well, and the connection between water bodies is very natural. So I choose the water plug-in. But when I use the water plug-in, it immediately crashes, prompting me that the video memory is not enough, and the configuration here is not bad. I try to test the terrain of 8x8km, open the editing layer bit card, and use the water plug-in is obviously stuck. I manually added it to 8x9km, and the water plug-in will crash. I did another experiment, and added two 511 terrains around the 8x8km terrain, and the water plug-in will crash. Just adding two 511x511 terrains has changed from a stuck terrain to a direct crash. Is there a limit to the water plug-in?
Hey there @mengyuxue! So if I remember correctly, the way the water plugin works is by taking over a layer of the landscapes’ height mapping, and writes/rewrites to that constantly while changing. This on regular sized terrains aren’t usually a problem, but for massive open world terrains, constant editing of that terrain’s mapping resets the entire image. That said, it shouldn’t be causing crashes in most cases, but high resource utilization can end up causing crashes. I’ve never come across this issue, so I’m going to try to replicate it myself in a bit to test some workarounds.
In the meantime, was the crashlog’s error “D3D device removed or not found”?
Hey, thank you for your reply. As shown above, the display graphics card is out of memory. As I said, it will crash at 8x8km plus two 511x511 terrains. I’m worried about the limitations of the water plug-in itself. In that case, even if I upgrade the configuration, it will still be useless

I think I found the reason. I saw in their sharing that the brush rendering of the water system is based on the power of 2. When my terrain is 8x8km, the rendering resolution is 8k. After adding two pieces of terrain, it will exceed 8k, and the brush will render 16k. 8x8.5 and 16x16 are not very different from the water system。Hope they can improve quickly。
My testing hasn’t been consistent, my system is a good bit weaker than yours (GTX 1660), but I don’t crash at 6km but a bit further I do end up crashing when it spikes in memory. Though when not re-rendering the terrain immediately it helped (slightly).
Try toggling the viewports rendering first and dropping it in, when that operation is done reenable realtime rendering.

This is more of a minor workaround than a fix in this case.