Increasing rendering distance

Hi,

I have sphere with emissive material on it in my level.
I am using the SIMULATION mode when creating level, the one with wgs84. I decided to use it since I am moving far away from the sphere, few km and it is just rendering it much further than game mode.

The problem I have is that the sphere is still disapearing too fast, it stops rendering after about 4km. No matter how much the material is glowing really, disapears more less in the same moment.

I am quite new to unreal and there are so many settings that Iā€™m just getting confused.

I would be very grateful if someone could help me out with some settings and console commands to render it for as long as it is possible. I already used some that I found like:

r.LODDistanceFactor 10
r.ForceLOD 0
r.ViewDistanceScale 10
r.HZBOcclusion 0
r.OcclusionCulling 0

but none of these seems to do anything.

Please let me know whether simulation mode is a good choice in the first place, seems like its pretty choppy compared to normal game mode.

Thank u
Z

Greetings @zaxeyyy

Try r.DetailsMode 0 and see if that fixes it. (You can also use r.FarClipPlane to set the far clip plane to a high value)

1 Like

I added these commands aswell. I made a long list of commands that I found for increasing the rendering range as much as possible but it still looks more less the same. I find the sphere 5x5x5 disapear at about 5km when emissive material is off with sunlight and 5,5km when dark and emissive material is on.

Maybe there is something in that SIMULATION mode that is disrupting this. I deleted the default exponential fog already.

I used ton of different commands but maybe 5km is just the limit here.
Or there are some deeper settings.

r.ViewDistanceScale 10
r.StaticMeshLODDistanceScale 0.01
r.HLOD.DistanceOverride 1000000
r.HLOD.ForceDisable 1
r.ForceLOD 0
r.DetailsMode 0
r.LandscapeLODDistributionScale 3
r.LandscapeLOD0DistributionScale 3
foliage.LODDistanceScale 10
foliage.ForceLOD 0
r.Shadow.DistanceScale 10
r.Shadow.FadeResolution 4096
r.Shadow.RadiusThreshold 0.01
r.CSM.MaxCascades 4
r.CSM.TransitionScale 2
r.DistanceFieldLOD 0
r.LevelStreamingComponentsUnbuiltVisibility 1
r.Streaming.HLODStrategy 0

This is what I used so far

Z