Nanite, HLODs, World Partition … 😳 …?

They haven’t touched it in years if not make it worse.
Why waste time waiting. Change engine or change system.

Many alternatives that actually work out there, including voxel pluigns.

I would suggest just sticking to meshes.
Much less load overall, better slicing/partitioning and aggregating (hlod compatible at a distance).

The only thing you miss out on is the landscape grass, which you need to apply as a procedural foliage instead.

Realistic AAA project pipelines will do most of the artwork outside of the engine.
You should too, even if just a hobbyist.

Houdini works great at some of this, it even hooks into the landscape system should you want it to.

Blender requires compromising, but it also easily does a better job than the engine in terms of laying stuff out.

Importing things correctly will almost always require custom scripting either way.
And there is nothing wrong with that, since you have to curate instancing for performance as well.

@jwatte
The landscape can easily bottleneck a 4090.
Imagine an area of 200km cut up in tiles of 1km each; that’s at a minimum 200x200 draw calls on impostors before you even account for the individual drawcalls caused by the components of the 4 landscape tiles you are actively on.
… now imagine wanting for it all to render without impostors and 2x2 components at around 32x32 each tile…

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