Nanite and normal LOD

Hey,

i created a lvl with some Nordic Cliffs and build a house. All with Nanite. The Problem is that my r.Streaming.PoolSize=8000 is already exceeded by 215 mb. So i guess its not an option to use nanite for everything and limit it to high poly meshes.
Can someone explain when to use Nanite and when not. Also is there an option to tweak that so i can build an open world without exceeding everything with 2 or 3 trees?

i am very new to UE5.3 so i am in a learning process.
Hope i can learn from you guys!

Thank you

Streaming pool size is used by textures, so nothing to do with Nanite.

If you want to keep it down, you need to use smaller, or less, textures.

Bear in mind, that the streaming pool isn’t managed in editor, only in builds. So the longer you spend auditioning textures ( assets ), the fuller it gets.

If you want to know for sure if your level is a problem, restart the editor, and only open that level.

That may sound dumb, but what do u mean with smaller or less textures. Do you mean lower resolutions? instead of nanite i use low quality?
Sorry, im little bit confused.

“So the longer you spend auditioning textures ( assets ), the fuller it gets.”
so if i close the editor and restart it, the poolsize is emptied? like the RAM memory on ur pc?

and how do i make sure, that performance isnt an issue while using lots of assets and Foliage?

Thank u and sorry!

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Nanite is to do with the actual structure of objects, textures are what is ‘painted’ on them.

So a wall might have lots of bits chipped out of it ( Nanite ), but has a concrete look ( texture ).

Yes.

If you use a lot of stuff, especially foliage, performance will be an issue. :slight_smile:

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oh dear, u helped me a lot. again :wink:
so im gonna tinker a little bit more and try to make it as best as i can.

thank u. i really appreciate ur help!

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