okay ive managed increaed size of the tree then reduced ammount of instances. It loads now quickly but should that way reduce frames a bit
Build took me arround 10 minutes without Raytracing. 50k trees but area is Filled propably the same density ![]()
need propably do something with seams as i mentioned before
And Video below how project runs with TSR applied (there is no RT and DLSS)
3440x1440 - Ultra Wide, OBS 300MB Memory allocation
RTX4060 Scenario 35% Power Limit for my gpu
and Later Full Potential for RTX4070 Ti Super.
and Streaming Benchmark forgot to show^
So i think i exhausted the topic and show where it ends when you are going to make more triangles that is needed for your openworld game.
Conclusions and Pipeline for Current Gen (RTX30-50):.
-
For Tree foliage Assets use that have best quality and lowest triangle count, one or two material slots
-
Use Nanite everywhere you can and turn it on in Merged HLOD with preserve area
a)try to find or make full geometry with opaque material (cutout).
b)nanite removes popping from assets
c)most visible at distance when preserve area
d)removes problem that Shadow Maps cause - flicker shadows with Direct Ligthing
e)Use Min Lod1 with Blilboard,Impostor to reduce triangle ammount if you need to see assets on Merged Hlod or in Runtime distance. -
Try to avoid using Landscape it have milions of triangles and you can make max 8k size map cause sculpt tools wont work with larger one.
a)Its demanding
b)Use reduced triangle Mesh Tiles instead - disable them from World Partition and Hlods , level will load little longer but quality and memory usage will be overall much better for example 16K size. Higher Level Size may require switching to WP and HLOD. -
Implement Upscalers:
a)They Remove most of screen issues
b)They Reduce Memory usage
c)They Increment Screenspace visually i mean if you have 33% set - it looks like 50% so game will look the same but will perform much faster so players can increase detail as example or turn on Raytracing. -
To improve workflow extract lowpoly assets (Billboard LOD1) and use them in Foliage tools then bake and later switch for proper assets that will be managed in runtime partition.
Why is that?
More Detailed assets will end with Hlod building time hell
More Things In Runtime Going to be Loading to map Menu Experience and frustrate with testing or playing
More Detailed Assets and More Things in Runtime will end with Menu Experience and 12+ Gb Alloaction.




