Currently, UE5 has many Stream functions, so it seems that asset control (textures, polygons) is becoming difficult while considering the memory limit. Let me ask a question about memory usage in a game with a large field that uses WorldPartition.
- Nanite
- VirtualTeture
- PCG
These services use memory differently depending on the direction the camera is facing, so I don’t think the amount of memory is simply the amount of assets in the WorldPartition. It’s difficult to gauge how many assets should actually be placed in the WorldPartition.
[Q]. Is there an optimal way to determine asset allocation for the current WorldPartition in UnrealEngine?