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
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.
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.
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…
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 Have a nice Sunday!