The reason you are lagging is because you have set AI up in your scene and you used the navigation bounds to capture the playable area. This means any alterations to the landscape means it has to recapture the navigation data. You can fix this by deleting the bounds and only putting them in when your mesh is close to finish.
We’ve ran into this issue before so I’m speaking from first hand experience.
The reason you are lagging is because you have set AI up in your scene and you used the navigation bounds to capture the playable area. This means any alterations to the landscape means it has to recapture the navigation data. You can fix this by deleting the bounds and only putting them in when your mesh is close to finish.
We’ve ran into this issue before so I’m speaking from first hand experience.
I delete all nav bounds volumes but the problem is still there. But this was a good idea.
I hope so. Problem is render target memory and resolution. For 4k map landscape brush allocates up to 8 high quality render targets with min. 100mb memory size on gpu (you can check textures in landscape brush). When you paint each of this render targets need to be updated on tick(when you trying to paint), 800 mb of memory or 4096^2*8=134,217,728 pixels…
in 5.1 when you dragging water spline it will not show updates, after drag it will be updated → this way it works at 4k resolution. But problem that you need to see sculpt in realtime… you can’t freeze update until drag is done. I hope they will solve this memory problem, for example create small local render targets for each landscape component (updating them will be much faster and responsive) and after paint merge them to final target texture (still freeze for a 1-2 sec but whatever)
Depending on how your landscape is set up you could go into reduction settings in the landscape mode and try reducing the complexity of the landscape. This will give you more interpellation errors depending on the height differences between two vertices but could definitely speed up performance.