Landscape Performance Techniques Thread

Hey,
So, looking for an ideal setting to get max performant 8k Landscape +
ive made comparision video and seems RVT wins for scenario . I have no idea if iam making someting wrong but WP and HLOD seems is not the way to produce Open World project? Without Nanite set seems its completly broken? FPS are also in 50% ScreenPercentage… Dont forget to see what GB of GPU RAM is USED on Windows tab as i did with addtional column :smile:

Ive set project defualt setting cell/loading range - only turn VT for RVT test)
LANDSCAPE VID TEST

Try it using a virtual heightfield. I’ve had good performance gains when setting the landscape to Never render in the mainpass (only to RVT) and then using the heightmesh as the ‘display’ layer.

Since the hieghtmesh deforms in the z-axis only and has no collision, it’s lighter-weight.

Collision for the ground is still there, as the landscape is still there, it’s just not drawn.

EDIT: also, this height disparity is what allows the heightfield to act as a collapsable-deformable snow, water/puddles, etc. The fact that the models can clip through the heightmesh and not the landscape can be leveraged.

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Hey - could you share proper tutorial for that technique? I would not miss something that is important. Thank you in advance ;)!
Also made config RVT+Nanite+WP+Hlod. (44Fps with obs recording) - but the problem is with tiling - there is a way to fix WP Hlod creation?

So WP with the RVT/Heightmesh seems to be a bit bonkers. WP is a streaming-system and the RVT is a streaming-system… The Heightmesh would expect full-fidelity when rendering out height from the landscape, but WP/HLOD actually do-stuff to the landscape, so when the RVT goes to render it, the source is less-than LOD0 and it can look wierd (at least it did when i tested). I’m thinking it COULD work, but that I didn’t look into everything (time-constrained).

As for the jaggies over distance that is the heightmesh LODing itself. You can increase density of the heightmesh (I find it very useful for getting detailed shadows at a distance):

The issue here is that you are increasing the number of subdivisions over distance, which adds to the number of actual vertices, which makes the cost of running the vertex-shader path of your material(s) increase as well. NOT unexpected, but something to be aware of.

I made a tutorial on this stuff once: Implementing a landscape with a virtual heightfield mesh. | Community tutorial

I didn’t know if this was going to be useful to bring up the heightmesh, but performance-wise, if it was as standout…?

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Thank you very much, So i have conclusion to this topic. - dont use guys Landscape for games - sad but true this system just takes frames its not ready for that type of creation. Its cool to create some land,paint and test - but in the game i would like to have something that give space to fill World .
-UE5 with all that RTX,Lumen takes alot

There is TerreSculptor 3.0 from Demenzun Media which exports Heightmaps into Tiles with latest update.
Had 150 frames with same size Landscape and same material 3x FPS Boost. Check also Youtube channel which cover everything related to tool and Unreal Engine - Highly recommended.

TIN MESH Terrain couldn’t export my heightmap - Developer gave my files to check -since i dont have tool atm (collecting money since Worldscape have a problem With ACF in Multiplayer - lost faith they will fix it ;/).

There is Worldscape Plugin (Mulltiplayer Compatible and - infinite levels) in same scenario i get like 170 Frames it not look so fancy,there are lack of updates,documentary since Developers focus on their game. You can work to cover with foliage

ShaderWorld Plugin (doesnt support Multiplayer Yet) - similiar tool to Worldscape - own also :wink: but i will not use since i need something that work in MP

Stop Wasting Time to find how to get performing terrain and just go with that solutions ive mentioned or look for something that fit in your game.
All the best! Cheers!

It’s too bad that there is no easy way to just-export as static-meshes whatever landscape components exist in the selected landscape. Epic doesn’t have to care what or how we manage them from there, but a nice right-click → conver2meshes would be fantastic…

I did find this but have yet to try it: https://www.fab.com/es-es/listings/73eb89d1-18be-476f-8303-e60b2467fdc2

Using the heightmesh, it would work fine, since only collision, physics, raw-height need to go anywhere, but you lose landscape grass.

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Thank you! Tried yesterday and send some feedback to Dev. This tool require Landscape to reproduce Meshes in editor- ive tried them put them int the level after generation - delete the landscape and bp.
Tiles Doesn’t work in Play mode - they are something live virtual copy of inserted mesh into a generation.
so they need bp to run - also didnt work in play mode :frowning: Have a nice Sunday!