In Unreal 4.26 we created a landscape that had 64 qkm. When I created the landscape, I had the problem that world composition did not work and always crashed (was a driver problem). So we did it without world composition. One big map. When I had to render a movie shot over half the map, my PC with 256gb RAM and 24gb graphics card RAM reached its limits and we could not render in 4k, but only in full HD. Loading the level for rendering took 40 minutes alone despite SSD. Our maps are very detailed (reconstruction of a real landscape in the Middle Ages) with animals (moving), people (moving), horse carts (moving), dense vegetation, large forests and much more. The view reaches to the horizon. So it is a lot of stuff to see.
Now my question: we are now starting a new project. It is the reconstruction of a river of about 8 km length with 2 villages around 1800. The camera is following a ship for 6-7km. Again a map of 64km². What would you recommend so that I need less resources for rendering the movie? World composition, world partition, general level streaming? The objects should be visible up to the horizon. For example, there are forests on the horizon.
I’ve already read some stuff on the internet, but it confuses more than it helps. Thanks a lot for your answers and your help!
For creating efficient always use the largest section component (2x2) which is recommanded. Pleas refer to landscand size reommandation in order to meet your demands.
I just found out: There are some reports that there may still be some compatibility issues when using Movie Queue in Unreal Engine 5.1 and World Partition. In particular, there seem to be problems in correctly synchronizing camera positions and movements between different partitions, which can lead to annoying cuts or jumps in the rendered footage.