LODs for Landscape in World Partition

What’s the best way to generate LODs for landscapes in UE5 World Partition levels, given that the documentation mentions that HLODs are not supported for Landscapes?

In UE4 World Composition it was trivial to generate LODs for them. What’s the current best way to do it now? Is there any tutorials on the subject you’d recommend?

1 Like

Bump, very interested in any info on this

The best way is to still use world composition.

In World Partition, LODs (Level of Detail) for landscapes help optimize performance by adjusting the level of detail based on the viewer’s distance from the terrain.

  1. LOD 0: Highest level of detail displayed when the viewer is closest to the landscape, showing fine textures and intricate features.
  2. LOD 1: Moderately detailed version displayed as the viewer moves away, reducing texture resolution and simplifying geometry to maintain performance.
  3. LOD 2: Further simplified version rendered at greater distances, with lower resolution textures and simplified geometry to minimize rendering overhead.
  4. LOD 3: Basic representation of the landscape visible from extreme distances, often using flat or low-detail textures to optimize performance while providing a sense of continuity.
  5. LOD 4: Optional LOD level for extremely distant views, offering a very basic representation of the landscape to further optimize rendering performance without sacrificing overall visual coherence.

You are confusing something that doesn’t exist at all for landscape and Mesh LODs, Probably using some BS chat gpt related tool or some other similar nonsense spouting nonsense.

The LODs you listed have literally nothing to do with the landscape.

The landacapes LODs are Component based, So they do not affect the whole landscape but just individual landscape components.

They also do f*k all in terms of reducing load.
Their main “feature” is to skew and make the transition area of the components work even worse than they have to.

Generally speaking, since you really only need 4 active landscapes maximum, it doesn’t really matter if the landscape components reduce the tris count on anything modern (1080 ti + i’d say).
1vert per meter over 8km^2 being 64,000,000 vert - x4 being 256m
And a 1080ti managing up to 3b before starting to falter.

What matters is that you ditch landscapes and use meshes whenever/wherever possible.
Be that distanced based using world composition or whatever other system you wish to employ (data layers?).

Essentially, use the landacape (if you must) for development.
Once done, bake it out and replace it so as to have some small chance of being able to release a game with a playable FPS count…

1 Like