Hello,
I have a relatively complex landscape foliage system, and it takes a while for grass to appear. Especially this is the case when I move the camera quickly to a new location, can be up to like 20 or more seconds… I’ve been adjusting grass.MaxAsyncTasks and grass.MaxCreatePerFrame to their max values, but see a little improvment… it improves a bit but not much. Any ideas?
Should grass.TickInterval be 1 or a higher number for fastest spawning grass?
Are you testing a final published build or in edotor?
If in editor the grass maps are probably re-computing.
Overall, its not normal behaviour to zip from one place to another and not have to load.
If you are doing so for a transition shot or cinemeatic, just add foliage as meshes that are set to never be culled.
If you are not, you will always have some kind of loadong when zipping to different areas.
Its not as bad if the grass maps exist.
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Its in the editor, but i need to run the editor as I am doing a Full Dome Master output streamed in NDI… not necessarily zipping to different areas, just when the camera speeds up to a slightly faster speed it cant keep up. It is Using Nanite. What do you mean by not as bad if the grass maps exist? Thanks!
Landscape grass generates a grass map to know where the grass should be or not be.
Assuming nothing is actively changing its values, then the grass is precomputed.
If anything changes it including auto materials then the engine is attempting to calculate new grass maps as you walk around.
Consider switching from grass to foliage.
To be able to stream you likely also wnat things to be set in stone rather than fluid. Not sure how feasible that is with the engine now a days.
Ps:
Also, maybe full dome is too much for your grass.
Consider making aggregated grass meshes that cover 1m square or larger.
Too many instances = inability with the engine to keep up based on CPU, not GPU…
Hmm yes, thaks for the suggestions.
Using Landscape Grass type becuase from what ive gathered it is a bit better for performance than foliage, plus I have many landscapes so its so easy to paint landscape and create variation easily.
One thing Im noticing, is that when I change foliage scalability settings, either from medium to high or vice versa the grass automatically spawns in right away… maybe somthing is getting hung up there…? Seems the same issue regardless if I have the dome output running or not unfortunately.
Doubt its right away, but usually they spawn in without you noticing unless you are running slomo.
Making more performant meshes is always going to work better either way.
I’m not aware of other fixes or options for this.
Depending on how big the areas are, you could always balance load the scene so the meshes never unload though.
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