fallback excuse me i mean by that when reducing triangles you get memory headroom- cause more triangles apply more allocation at runtime .
There are 80 k instances of trees and this is only that small part of terrain
3440x1440 with Epic settings 100% screen space arround 4.5 GB of GPU memory now and this is without Raytracing.
Think about that how you can fill that map with more assets(trees) cause rest will be somehow removed,culled.
Pathtracing and RTXDI Packed - 80 k tree instances 10% triangles and fallback factor to 0%
RTX 4060 Full Pathracing Scenario *without FrameGeneration
:
Loading level time: 36s
Memory Allocation
33% screenspace 6.3 GB allocation (TSR)
100% screenspace 7.4 GB allocation (TSR)
33% DLSS4 Ultra Performance - 6Gb GB Allocation
100% DLAA 7.1 GB Allocation
It looks how it looks (33%DLSS) dont like it - RTXDI is very expensive with PathTracing feature as you can see in frames. I kinda turn on everything what was avaiable through renderer setting and Postprocess features (one option had visual bug) Now packing with 100% Nanite.
also new option showed its reduced to minimum possible Fallback -anyone knows where it can be tweak?
100% Nanite took the same amount of memory 7.4 going to scale to 300k instances without RT - maybe because that RT FallbackFactor
280k it took like a 30 minutes to add that amount and engine freeze- how to fill world with those 500k triangles nanite assets can anyone share a tips ? and it takes each longer with additional placing stuff.
loading level on SSD 7000mb - 8:40 so nice to get a coffee (each time and imagine a crash) , 300mb more memory demanding.
Unplayable thing so without WP and like really lowpoly assets there are no way to do seamless OpenWorld with Nanite 500k trees.
map fill
with 10% and 0% feedback factor 8:45 and 200mb less memory usage for GPU.
Next World Partition tests.
Yep there are no problems with placing alot off foliage cause WP split instanced actors… maybe someone have solution for that?
Problem is with instances count spawning- 2mln trees is possible with world partition - but the point is that is in memory and take long time to load map…
So everything must be unloaded and trees need to baked into merged HLODs - which doesnt take alot of memory cause instance are not spawned there runtime.
that how look low triangle count pine tree nanite baked into HLOD.
more detailed triangle nanite - more visibility - but time to bake can take eons and more overhead to the streaming when tile is going to load.
So why impostor or billboard should be baked
its look better,its visible from the distance and low memory cost.
and trees gone from that distance
One merged Tile with 20k instances